Thursday, December 17, 2015

Star Wars Eve

My family and I may not be going to see the new Star Wars movie until early next week, but the premiere of Episode VII is nearly here!


In honor of the occasion, I wanted to give you fine nerf-herders a few interesting links...
  • I put up a new video on the Cygnus Youtube channel, with text from the evocative post about Luke Skywalker that I blogged about this past April.  (Hat tip to Fialleril for writing such great words!)
  • If you're an old-school D&D player and would like to role-play adventures in a Galaxy Far Far Away™, I propose avoiding all licensed games.  Just go download a copy of Encounter Critical, and staple on Jeff Rients' super-awesome Star Wars campaign guide from a blog post back in 2010.  (For added context, see two earlier posts that describe Jeff's motivation, here and here.)
  • When I was first exploring the Internet in the late 1980s, I came across a script titled "Star Wars Episode III: Fall of the Republic," written by someone named John L. Flynn.  It's essentially fan fiction, but at the time there was nothing like this in existence.  Go read it!  No worse than the prequels, I say.
  • I wasn't a subscriber to the original Star Wars Fan Club Newsletter ("Bantha Tracks"), but my best friend in 1978 was.  I enjoyed leafing through those things when they'd arrive... getting the inside scoop on what "Star Wars II" would be about.  Someday I'll have to get my hands on some old copies to relive those times.

  • Lastly, I think I may have already blogged about my experience with an, um, less than reputable mail-order publishing house.  In 1982, on the heels of Yoda's wisdom, I sent away for a book (advertised in the back of Starlog magazine) called "The Teachings of the Force."  Darn thing never came.  The P.O. box was in a town just 45 minutes away... and my Dad worked in our local post office... so he drove me over there.  We tried to learn what we could learn.  No dice, though; the perps were long gone.  Still, if anyone out there happens to know if the following thing actually exists, I still would like to know more...  :-)
Redacted, der.

May the Force be with you all, this fine holiday season!

Update:  Saw Episode VII on Sunday!  Woo-hoo, that was some Star Wars.

Monday, December 7, 2015

Whose Tube? My Tube!

The day is here.  Here is the big announcement:  I've started a YouTube channel called "Cygnus' Magic Words."

https://www.youtube.com/channel/UCGAqpg-eqicLiaFwQW-iZKA/

The URL may change eventually, but for now it's the following mush of characters:
https://www.youtube.com/channel/UCGAqpg-eqicLiaFwQW-iZKA

The tag line is "Magic words for the soul."  More from the channel description:
Since 2011, I've been blogging at servitorludi.blogspot.com about games, philosophy, and whatever other weird bits of esoterica I can think of. I'm no master of the Game, just a servant who wants to see what the future holds for both the high-concept stuff (like Hesse's Glass Bead Game) and my old favorites (classic tabletop roleplaying games like D&D).

Here on Youtube I'm exploring another aspect of that weirdness: the magic of WORDS. On my blog I've posted a lot about my favorite creative people, many of whom are wordsmiths of some sort. Posting excerpts of text is fun, but sometimes the words need to be heard by the ear. Sit back, close your eyes, and see how the words will change you.
Right now I've got four videos up.  You won't see me directly, but you'll hear me reading a variety of things -- both poetry and prose -- that I hope will inspire and move you.  What you'll see with your eyes, in most videos, is a sequence of Kandinsky-like artworks that I've generated via a randomizing computer program.  Why?  No reason other than it was fun to make.  (I'm not the first person to think of doing this, but I haven't cribbed from anyone else's algorithms. I'm still tweaking and optimizing.)


That's all for now.  If you're inclined, go have a listen.  Please let me know if there's anything that you'd enjoy hearing, too.

Friday, December 4, 2015

Must be magic

I hadn't heard of comedian and poet Bo Burnham before, but I've been charmed by (some of!) his off-beat verse.  The following are all from his book Egghead: Or, You Can't Survive on Ideas Alone.

Click to enlarge

One can definitely sense the timing & beats of a standup comic in the words.  Many of these have likely been tested out on the stage.  Some, which I won't reproduce here, were designed more for shock value than for deep insight... but a comedian can't be blamed for getting laughs by whatever means necessary.



I think Burnham cites both Dr. Seuss and Shel Silverstein as inspirations.  You can see their influence, but he adds a unique spark of his own.


This post does have something to do with the big reveal teased over the course of the last few posts.  I'm nearly ready to do that, so keep an eye on this space over the coming week.  :-)

Tuesday, November 10, 2015

Brand Inspector

I didn't want to bury the answer to the last post's quiz question in comments, so here's a quick post for closure.

Although the symbols I showed do look very astrological or alchemical, I'm pretty sure they're supposed to be American cowboy "brands" for cattle and horses.  They were displayed on the walls of the fictional Mel's Diner on the 1970s TV show Alice.  I don't think the characters ever actually talked about these decorations, but they were an omnipresent mini-mystery to me as a viewer.


Meaningless?  Maybe... maybe not.  I've always meant to learn more about the elaborate symbol system of cattle brands, and their ancillary use as the names of ranches and estates.  Most of the ones I've found online seem to be letters of the alphabet that have been morphed or transformed in some way.  That makes the ones from the TV show kind of odd.  The Wikipedia article on the show says the diner was decorated in an "Aztec and cowboy motif," but these symbols don't really look Meso-American, either.  I guess Occam's Razor points to some anonymous Hollywood set-painter who just had a vague idea of what diner decorations in Phoenix, Arizona might look like!  :-)

Anyway, that's all for now.  I've been plugging away at the sooper-secret project hinted at in the last post, but things aren't quite ready to be revealed.  Soon!

Tuesday, November 3, 2015

Teaser & Quiz

Two quick things...

First, Cygnus has got something kind of big up his sleeve.  A new project will be revealed very soon.  (Well, maybe in a week or two; we'll see.)  I'm not quite ready to spill the beans about it, but let me give you all one hint:

Mondo.

Second, I'm curious if any of your memories might be jogged by a little trivia obscura. Long-time readers will know that I'm obsessed with signs, symbols, and alphabets of all kinds.  There is one set of symbols that I've had in the back of my mind for almost 40 years now.  They made their first appearance in popular culture in the 1970s.  Thanks to the internet, I've finally been able to reconstruct the full set accurately:


Your mission, should you choose to accept it, is to tell me where these symbols come from.  (I won't ask you what they mean, because I'm not quite sure about that, myself!)

Monday, October 19, 2015

Update on the Right Stuff RPG

Back in 2012, I mused for a few posts (here and here) about an idea for a new game that allows players to recreate the excitement of not only the 1960s space race, but also the way things "could have been" in the succeeding decades -- moon bases, orbiting agricultural colonies, terraforming Mars, and so on.

Anyway, I just learned about a fascinating new game, just published this year, that covers some of this territory.  I admit that my first thought was along the lines of "Oh no, have I been scooped?!"  However, reading its rules has been a huge help in figuring out what I want my game to be, and what I don't really want it to be.


Leaving Earth is a tabletop board game written by Joseph Fatula and published by the Lumenaris Group.  Each player takes the role of a space agency, and the goal is to plan missions, build spacecraft, manage risk, and reach for the stars!  In itself, this isn't a new concept.  A year or so ago I also came across a much more detailed game/simulation on the same topic: Phil Eklund's High Frontier.  But Leaving Earth aims to shave off enough of the scientific and engineering crunchiness to make it a fun experience for players of all backgrounds.  It's essentially the same level of complexity that I'm looking to hit in my game.

Despite my love of all the techy goodness of space mission planning -- and I say that without an ounce of irony -- I think that my original "Right Stuff RPG" (name to be changed to avoid getting in trouble) wasn't really about that, um, stuff.  I was always thinking more about the personalities of the astronauts and the ways that they made larger-than-life history.  You can see even in my placeholder name that I consider it a Role Playing Game first and foremost.

I want each player to really get into their chosen astronaut characters, to care about them as people.  And, of course, to inject something of themselves into their characters, too.  Balancing the first (play acting) with the second (wish fulfillment?) is a juggling act that tabletop RPGs have been trying to perfect for more than 40 years now.  I'd love to prod players toward that goal, but traditional RPGs like D&D have an open-endedness of "plot" that requires a knowledgeable DM to manage it all.

Thus, the big question is:  How much of that experience can be programmed into a more casual kind of game?  I still have no answer to that, but I'm always open to inspiration...  :-)

Wednesday, October 7, 2015

Different Keystrokes for Different Keyfolks

As you may have guessed, I'm not going to let the lack of a new, over-arching theme for this blog stop me from posting about random stuff that I find interesting.  So, let me take this opportunity for a picture post in which I convince you that keyboards are cool.



The above is a close-up of part of the Commodore 64 keyboard.  I spent much of the 1980s figuring out the innards of that beastie.  It served me well.  Note that even back then, there was a superfluous "operating system brand" key -- I remember the "Commodore key" giving access to the weird emoji-like symbols you can see printed on the fronts of the letter keys.  Each of those symbols also served as shorthand commands for various things.  I remember that printing the heart symbol was obligatory at the beginning of most programs, since it was equivalent to a "clear screen" command.

But if you want even more keys for symbols, non-standard shift-key sequences, and overall high weirdness, you can't go wrong with the Space Cadet Keyboard:

Click to zoom... you won't be disappointed

Roman numerals!  Thumbs-up and thumbs-down keys!  Hyper, Super, and Meta?!?  I especially like the keys for set theory, partial differentiation, and infinity.  Hat tip to the great Ron Hale-Evans for introducing me to this one.

However, if you're really into the state of the art, I suggest you find an Optimus Maximus... in which each key contains a fully programmable little screen that you can change to any image you want...


This one made me think of the esoteric, customized keyboard (with a similar tactile look to it) that someone spent a lot of time in crafting for just one brief scene in the 1979 sci-fi movie Alien:

Another one to click on and be amazed

Note all the quasi-Buddhist Theosophical terms... Aum, Padme, and Hum all make an appearance.  Also Lingha and Yoni... as well as "Agaric Fly" next to "Trip."  (If you don't know, I ain't sayin.)  But what exactly is a "Druze Pile," and how does one get rid of "Shakti Excess?"  These keys might come in handy if you encounter Ascended Master Koot Hoomi on the seventh etheric plane, but I'm not sure how they helped Ripley blast a xenomorph out of the airlock.  See here for some additional exegesis of the fonts, buttons, and keyboards from Alien.

But anyway, now that we're firmly transported into the future, I can't help but also remember some other buttons and keypads out of my nostalgic sci-fi dreams...

Don't do it, Scotty!

Putting aside the obvious question (i.e., how would anyone remember what each button does if they're not labeled?), let me just point you to an amazing web page that tracks down the origins of every gol-dang button on the bridge of the original starship Enterprise.  Some were repurposed from existing electronic equipment, and some were made from pouring colored resin into ice trays.  Don't believe me on the latter, do you?  See some recent fan attempts to make some!

This image speaks to me in a language I don't understand, but must follow. :-)

Another sci-fi TV show with interesting background graphical elements was 1978's Battlestar Galactica.  I loved all the quasi-Egyptoid and pseudo-Mormon symbolism, but in a post about buttons and keyboards, the closest thing I can think of is the joystick of the Colonial Viper ship...


The image on the left is the one seen most often... "fire" and "turbo" are obvious, and "IM" (inverse maneuver) was only used once: a rapid stop and reverse.  The image on the right was shown rarely -- possibly accidentally -- since it was the unaltered version. This prop really came from the cockpit of a Vietnam-era surveillance plane; it must have controlled the remote cameras on the outside of the aircraft.

Anyway, that's all for now.  If you're hungry for more stuff like this, there's a lot out there for the astute searcher.  There's also a surprising amount of interest in deconstructing the methods and meanings of sci-fi TV and movie "interfaces," too.  The blog that explored the Alien buttons and fonts also delved deeply into Kubrick's 2001 and a few other movies.  This blog had fascinating multi-post musings about the interfaces of Logan's Run, The Fifth Element, and quite a few others.

Lastly, I thought I'd show you the most sophisticated keyboard of all.  For the budding pirates in the audience, I give you the Corsair!