A Pinboard for the Mind

A handy place to publish whatever crosses my mind, that may even be useful to someone else. Main topics are linux and IT, and Role Playing Games.

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The things I do for you people…

Posted by renatoram on 10 January 2012
Posted in: misc. Leave a Comment

Todd, Timo, Megan, Rob… guess which Jankcast episode I started listening to?

Commedia dell’Arte (clicky clicky!)

(for a bit of context)

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Using Adwaita Dark for your linux desktop: fixing the desktop icon color.

Posted by renatoram on 4 January 2012
Posted in: linux, misc. Leave a Comment

I was getting a bit tired of the old grey gradients of the default Gnome3 theme in Fedora 16 (Adwaita) so I poked around and found that there is a hacked Adwaita Dark theme that uses the color scheme you see in a couple of multimedia apps in regular Adwaita for all the desktop (basically, turns everything dark).

You can download it from this website.

It looks pretty spiffy, but it has a small drawback: if you’re using Nautilus icons on the desktop (which is not the default in Gnome3) the icon names have a very dark text. This was probably overlooked because the original author wasn’t using them.

Here is the easy fix: go to your Adwaita Dark theme’s gtk-3.0 folder (probably ~/.themes/Adwaita Dark/ ) and edit gnome-applications.css with your favorite text editor and change the .nautilus-desktop.nautilus-canvas-item selector like this:

.nautilus-desktop.nautilus-canvas-item {
 /* Was Originally:
 * color: @theme_bg_color;
 */ 
/* Fixed version: */
color: @theme_text_color;
/* End of the fix */
text-shadow:1 1 black;
}

Yes, it’s really that easy: one line of CSS!

The theme should update in realtime. If it doesn’t try changing it and back, or logging out. Enjoy!

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On Drinking from the Bottle

Posted by renatoram on 31 December 2011
Posted in: misc. Leave a Comment

This stems from a post on Facebook by my friend Chris Hanrahan (owner of the famous Endgame game store in Oakland, California). Chris was asking:

“Why is it socially acceptable to drink a $4.99 beer out of a bottle but not an equitably priced Rose?”

I replied with a long (for fb) couple of commens and he suggested this would make a good blog post. So here it is.

There are several things at work at the same time, I think.
(Warning: possible cultural rift. Here is my take.)

1: Size. A beer bottle is a single-user item (33 or 50cc), a wine bottle isn’t and it is meant to be shared (75cc or 1lt, or more). Drinking from the bottle where other people will pour drinks is considered very uncouth. I bought a 75cl bottle of small brewery beer recently and I would have never thought of drinking it from the bottle. It was meant to be shared, just like wine. Nobody drinks from the bottle of a 75cl Chouffe…

2: Alcoholic volume: a beer that you drink from the bottle is probably a mild lager or pilsner, has 3-4% vol. Wine (to be called wine) has to have around 10%. Beer can be drunk from the bottle because it’s only a small step from a soda. Wine is an alcoholic beverage, only drunks and alcoholics drink directly from the bottle of alcoholic beverages.

And to close, let’s go against the premise: it is acceptable to drink from the bottle only if the beer is the classic “lager/pilsner whatever”. And even then there are probably several fans of czech and german beers now thinking bad things about me.

I would NEVER drink a Young’s Double Chocolate Stout, a Banana Bread, any Stout or Porter (etc. etc.) from the bottle. It’s meant to be poured! Good beers need the space to breathe, they have to make the right amount of foam in the glass after pouring, their aroma and perfume need to expand… drinking a good beer from the bottle is really missing more than half of the experience.

Drinking from the bottle is for teens and tweens with Coronas, Heinekens and Adelscotts. Hopefully they’ll grow out of it ^___-

So there.

And now you know, too.

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A Penny For My Thoughts wins the Lucca Games 2011 Side Award for Best Rules!

Posted by renatoram on 22 October 2011
Posted in: misc, rpg. 1 comment

The Lucca Comics and Games 2011 fair has not yet started in earnest but some of the awards are already coming: the Italian edition of A Penny For My Thoughts, written by Paul Tevis (and edited by Ryan Macklin) has been awarded the “Best Rules” Side Award.

Each year a panel of judges assigns the Best of Show prizes for best rpg, best boadgame, best card game and so on; these prizes are announced on the first day of fair’s night. They also award the “Side Awards” for specific merits among, and those are announced early.

We Janus people are extremely proud of this and very happy for our friends Paul and Ryan, especially when you consider that the Side Awards are picked among all the candidates to the Best of Show, among which are several very cleverly designed boardgames this year.

So here we are: Penny has the Best Rules!

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Stray ideas on a 911/EMT/Rescue Team game

Posted by renatoram on 26 June 2011
Posted in: gaming, rpg. Leave a Comment

I save my ramblings on an idea Ogre posted on Story Games, because having these in more than one place will probably make it harder to disappear. Also, this blog’s purpose was exactly this when I started it. I’m neglecting it, I know… whatever, you can find me on twitter and tumblr if you want to read short-form stuff.

Movin’ along…

Pondering out loud: the 3:16 route seems interesting but… I’d try and fiddle and complicate it a bit. Instead of a single pile of threat tokens you have two piles (numbers to be determined).

One is the “Victims” pile. Your Rescue Team must do stuff (maneuvers, rolls, whatever) to reduce this pile. Each token is a person with a name, a life, a job, friends, maybe a cat. These details should be part of the process somehow. Maybe you discover them from turn to turn, fleshing out the victims, and/or you know them when they die and/or get terribly wounded. When the Rescuers reduce the pile, those victims are in the ambulances and running to the ER. We’ll discover at the end of the game if they live. This pile can be brought to zero. No victims, mission ALMOST ended. The Team still has to come out alive from the burning building/sinking ship/crashed train cars/etc.

The other is the “Danger” pile. The Rescue Team can choose to do stuff (maneuvers, rolls, etc.) to fight and reduce *this* pile instead. This lowers the threat level of the situation. Bringing this pile to zero should be very hard: no threat, end of mission, remaining Victim tokens go to ER. Each turn the Danger makes “attacks”/”maneuvers” to either: Endanger the Rescue Team (a floor collapses, fire flashes from an opened door, a gas tank explodes) making attacks to the characters directly. Endanger the Victims: a roll (probably harder than the one against the team) to attack the Victim token pile. People get injured, then badly injured and/or die. And finally, the Danger can roll (do stuff) to Increase the Danger. Yep, more danger tokens. Shit just got worse.

Other fun stuff:

  • Roles for the members of the Rescue Team, obviously, giving them edges and rules-bending tools (the Field EMT / Combat Medic can stabilize injured people, maybe roll to try and keep them alive, and so on)
  • Rooms/zones. Either on a single map, or as different stages in the mission.
  • …dunno, other stuff

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Alternate Icons for Calibre

Posted by renatoram on 26 July 2010
Posted in: ebook, tech. 7 comments

The latest version of Calibre (0.7.10) has a feature that lets you customize the icons on the application.

I was not much a fan of the existing icons (both old and new) so I jumped at the opportunity to create a quick re-theme of the application to let it fit a bit better in my linux Gnome desktop.

Here is a preview (click to see fullsize):
Preview of the 'renatoram' Calibre icon theme.

You can download the 0.2 package (updated) here.
(brief install instructions are included)

I might update the package in the future to further polish Calibre’s icons, but this is a good start.

–UPDATE–
It turns out I forgot the Sync icon, so I went on and updated the package right away. Now the link points to the updated 0.2 version.

–UPDATE–
Thanks to Tim (as you can see in the comments) there is now an updated 0.3 version! Grab it here.
You’ll find the changelog below in the comments.

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I giochi tradizionali erano “rotti”?

Posted by renatoram on 23 July 2010
Posted in: gdr, ita, janus. 2 comments

Spesso nelle discussioni sull’evoluzione del game design nei giochi di ruolo ci si incarta in accese discussioni: chi difende i vecchi design ne decanta la “libertà” lasciata ai giocatori ed ai master, chi li critica spesso dice che erano “rotti”, “incompleti”, “non funzionanti”… la mia impressione è che ci sia un aspetto che entrambi non notano.

I vecchi giochi richiedevano che almeno il master svolgesse il lavoro di game designer, di fatto, assieme a quello di conduttore del gioco, di opposizione, ecc. Intere “aree” delle azioni ed interazioni possibili erano lasciate inesplorate, ad esempio (le vecchie edizioni di DnD e l’aspetto sociale), oppure non gestivano tutti i casi e gli esiti possibili di certe azioni (era dato per scontato che si sarebbe trovato un modo per gestirli se fossero saltati fuori), eccetera.

Il gruppo, o più spesso il master da solo, magari assieme ad uno dei giocatori con più passione per l’ambientazione, o più inclinazione per scrivere e modificare le regole, applicavano house rules, modificavano regole ritenute imprecise, inserivano modificatori per migliorare la plausibilità, aggiungevano regole per le parti non gestite, o magari cambiavano radicalmente il sistema di regole sostituendolo con uno diverso. In una parola, per usare un termine “tecnico” facevano Drift del regolamento.

Questo, tutto questo, è game design.

Il vero problema, in questo discorso, e quello su cui si concentrano le critiche di chi propone giochi nuovi e persamente concepiti, è quel richiedevano.

È una diversa formulazione del “non erano giochi funzionanti”: ti davano il Lego costruito a metà e un mucchietto di pezzi lasciati staccati, ma non c’erano le ultime due pagine delle istruzioni e spesso non c’erano nemmeno tutti i pezzi.

Certo, un costruttore di lego creativo ed abile, con una sua scatola di pezzi utili tenuti lì per l’evenienza, ci può tirare fuori un bel modello completo… ma se invece i giocatori avevano comprato il gioco perchè aveva visto “la foto sulla scatola” e volevano solo poter costruire quel modello lì e giocarci?

Ed i giocatori, come dovrebbero reagire se per caso si aspettano una Ruspa Technics e si trovano con un modello completato che è più un aereo Lego City?

Fuor di metafora: un gioco che lasci al master la responsabilità di fare da game designer… va bene se hai voglia di fare il game designer e di prenderti i rischi connessi (chi ti garantisce che poi funzioni tutto? che sia pertente? che sia davvero quello che i giocatori volevano giocare?).

Nel frattempo sono nati giochi pensati secondo l’impostazione se vogliamo più comune nei boardgame: si dà per scontato che il gioco verrà giocato così come è spiegato nel libretto di istruzioni, ed il designer si impegna il più possibile perchè giocandolo come l’ha scritto funzioni e sia pertente. I giocatori possono supporre questo impegno, darlo per scontato, e presumere che giocando il gioco e basta, senza che nessuno al tavolo debba mettersi a fare il game designer, ci si possa divertire. Che funzioni.

Per giocatori che non siano interessati nel dover fare obbligatoriamente anche i designer quello è lo standard, lo stato dell’arte: automaticamente un gioco ‘tradizionale’ penta “incompleto” o “rotto” o “obsoleto” o qualcosa di simile a seconda dei gusti e del carattere delle singole persone.

E sia detto in chiosa… al contrario se il gusto e la volontà di smanettare con le regole c’è ovviamente nessuno impedisce di modificare qualunque gioco, anche un gioco moderno. Ma chi lo fa deve sapere che sta facendo una modifica imprevista dal progettista, come aprire una console per cambiare una scheda interna: sta violando la garanzia. Se la versione modificata funziona meglio e fa più cose… EVVIVA!

Ma se la versione modificata si rompe beh… è autorizzato a tenersi tutti i pezzi.

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Ennies 2010: I voted!

Posted by renatoram on 18 July 2010
Posted in: misc, rpg. Leave a Comment

This year there weren’t many products I care for, or know, but some really deserve some votes (like How We Came to Live Here for best writing).

So, I voted, and you?

(click on the image to go directly to the ballot)

I voted!

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Meccanica Random: Dialoghi da Film d’Azione

Posted by renatoram on 31 May 2010
Posted in: gdr, ita. Leave a Comment

Contesto: due personaggi badass da film d’azione si scambiano battute testa a testa in una sfida di testosterone.

Meccanica: ad ogni frase fatta da badass bisogna rispondere con una nuova frase fatta da badass.

Il primo a usare una frase banale o che sembri scritta da uno sceneggiatore NON ubriaco perde l’Iniziativa del successivo scontro e parte in svantaggio (con un malus adeguato al resto del sistema).

Il primo ad interrompere lo scambio agendo fisicamente (calci, pugni, pistole, mitra, lanciarazzi…) prende l’Iniziativa, MA parte comunque in svantaggio. Evidentemente non era abbastanza badass da reggere lo scambio.

Corollario: funziona soltanto se non si ha il tempo di pensare, credo, quindi chi esita piu’ di un tempo prestabilito (un paio di secondi al massimo) è come se avesse detto una frase banale.

Versione più semplice da aggiudicare: gli altri giocatori al tavolo possono decretare il perdente per esitazione o frase banale urlando in coro una parola standard tipo “SCARSO!!!”. Altro vantaggio: gli “spettatori” saranno sempre attenti per poter chiamare lo “Scarso!!!” ad un altro.

E’ tutto. Davvero. Ringraziate gli sceneggiatori ubriachi dei film d’azione di quart’ordine di Italia1.

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Can you play Fiasco online?

Posted by renatoram on 26 April 2010
Posted in: gaming, misc, rpg. 1 comment

Looks like you can, and yes, it also looks beautiful.

This, above, is a Fiasco table/setup as built in the new version of Google Docs Drawing. Pretty, huh?

The background has been kindly supplied by the ever nice Jason Morningstar, author of the game, and can be downloaded from the Bully Pulpit (Jason’s publishing label) website here. Drawing a table like this only takes a few minutes, and you can create an empty template and duplicate it indefinitely to play again. The “dice” are not rollable, just copied and moved around on the “table”, but that’s more than enough.

Now start that skype, teamspeak, or other conferencing tool of your choice, and you’re good to go.

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