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Books I Love: The Hacker Crackdown

Now that we've figured out which one is Pink, allow me to welcome you to the machine…

In the late 80s, I kind of knew a bunch of people who were involved in what we called The Computer Underground. They weren't my friends, and I couldn't even tell you what their handles were (well, I could, but I won't) but I learned a ton of stuff about technology and other mysterious subjects by dialing into BBSes and reading the textfiles they left behind.

By 1990, I was spending less and less time online, while I continued to struggle with my existential acting crisis. I read books about acting, and all of them left me cold. I read books about filmmaking, and I just didn't care about them.

Then, in 1992, I saw this book called The Hacker Crackdown on the front table at a book shop. I was intrigued, and I started reading. After standing at the table for a long time and getting deeper into the book than someone who is standing at a table near the front of a bookshop should reasonably get, I bought the damn thing. I finished it within a day, and before a week had elapsed I had read The Cuckoo's Egg and Cyberpunk, the only other books on the subject that I could get my hands on at the time.

On one level, The Hacker Crackdown is about how the US Department of Justice launched a nationwide operation to bring down a bunch of hackers in something called Operation Sundevil, but it's also about a subculture and its people who remain misunderstood to this day. Most importantly, introduced me to a world where information and intellect were incredibly valuable, and it inspired me to learn all that I could about the online world I'd eventually call my home. On the way from there to here, I met a lot of the people who are in the book, and formed some friendships that lasted for years.

Cory Doctorow said that The Hacker Crackdown changed his life and it "inspired me politically, artistically and socially." He's not the only one. I can draw a very short and very straight line between reading this book and learning how to navigate the World Wide Web, which is what we called the Internet before you damn kids today were born.

In 1994, Bruce Sterling released the book online, and in 2007, Cory Doctorow recorded the entire book as a series of podcasts. If you want to understand how we got here, I'd say The Hacker Crackdown is required reading.

next time: the prince of wales

24 March, 2009 Wil 28 Comments

Books I Love: A Saucerful of Secrets

I’m very busy working on a few different things, including the craziest idea yet, but it’s important to me to maintain momentum and keep posting in my blog, so it’s time for another series of Things I Love.

This week, I’m going to highlight some books that were important to me when I was becoming an adult in my late teens and early twenties. All of them will be instantly-recognizable to certain people, but I think it’s likely that they’ve flown beneath the radar for most of you, and are worth pointing out. All of them, though, were very influential on my young life, and played a significant part in shaping the person I am today.

First up is a wonderful biography of Pink Floyd.

A Saucerful of Secrets: The Pink Floyd Odyssey starts in the late 1960s when the band was formed by Syd Barrett, and continues all the way through A Momentary Lapse of Reason. It chronicles the band’s rise, the tension among them, and their eventual breakup.

I read this when it was published in 1992, at a time when Pink Floyd – especially The Wall and The Final Cut – spoke to me on a visceral level. I still enjoyed performing, but I was struggling with my distaste for the film and television industry. I was lurching from one shitty forgettable movie to the next, and wondering just what happened to my once-promising acting career. I felt like everything I’d spent my whole life working on was falling apart, and I wasn’t even sure if it’s what I really wanted to do with my life in the first place.

When I read this book, and followed the entire history of this band that meant so much to me, including all their creative struggles, it was comforting and inspiring, and I think it may have played an unconscious role in my decision to leave Hollywood (literally and figuratively) and go work for NewTek on the Video Toaster 4000.

Even if you’re not having a Seldon Crisis about your life, it’s still a great book. While a lot of the information contained in it can be found online in various places, it’s well-organized and enjoyable to read it in this format, and the hardback edition I have comes with a bunch of great art, as well.

next time: the ghost in the machine

23 March, 2009 Wil 27 Comments

theresa andersson is phenomenal

I heard Theresa Andersson earlier this morning on Morning Becomes Eclectic, and I fell in love with her music after about 30 seconds, and that was before I saw how she creates it:


Phenomenal.

Theresa Andersson on MySpace.

“Hummingbird, Go!” from Amazon MP3.

23 March, 2009 Wil 31 Comments

in which sunken treasure is revised for a second edition

There's a brand new layout of Sunken Treasure, which looks beautiful and has earned the Second Edition designation.

A ton of readers have sent feedback about Sunken Treasure, and some common themes have emerged:

1. You like the stories. This makes me so happy I want to do the Snoopy dance.
2. The layout needs work. This makes me realize my own limitations.
3. You really want a digital version that's native to the Kindle, or other eReaders. This makes me wish my eReader-Fu was stronger.
4. You want an audio version of the whole book.

I took this feedback to heart, and over the next few weeks I will address every request. Today, I wanted to announce that I took some of the earnings from the first month's sales, and reinvested them into making the book even better: the US edition has been revised and redesigned by my friend Will Hindmarch, with a beautiful new layout and gorgeous new fonts. Will is a honest-to-goodness professional designer, and he made the gutters deeper, fixed some of the typos that eluded both me and Andrew (curse you, signing! You kept looking like singing!) and improved the overall flow of the whole book. (Note: The World edition has not been changed; we're working on it, and it'll be updated soon.)

Here, take a look at this comparison, starting with the original:

Original Sunken Design

And now, the new design:

New Sunken Design

I'm not sure if the change comes across on the screen, but it looks beautiful on paper. Also, the margins are vastly improved since I did them myself, which will address the number one complaint from customers.

Also, if you're a knowledge nerd like I am, you may enjoy learning this from Will:

If you’re curious, the new design is set in the classic transitional
typeface, Baskerville, which debuted from John Baskerville in 1757 (the
same year
The Last of the Mohicans is set, I think). The interior title is in Effloresce, designed around 1999 by the great Ray Larabie.

Woo! Neat!

Whenever I revise and update my books, some people who've purchased the first printing get upset with me. If you're one of them, I hope you'll understand that I always want to make my work better, and now your first edition just became limited. Yay!

Now, about the other points people have raised:

At the moment, Lulu only supports PDF for downloadable eBooks, but I think they will let me sell other types of digital files if I don't put it into their eBook category. If I understand it correctly, I could make a .zip file that has html, .rtf, .txt, and as many native formats as I can successfully create (or pay others to create for me). If I'm right about that, expect to see that kind of offering – still for just $5 and still without DRM – as soon as I can pull it all together.

There's an audio version on the way, as well. I just haven't had time to record it.

20 March, 2009 Wil 33 Comments

a few thoughts and lessons learned from behind the dm screen

Last weekend, I started a 4E campaign for my son Nolan and his friends. The plan is to take them through the entire Keep on the Shadowfell module, and then probably into Thunderspire Labyrinth, with possible detours into various level-appropriate Delves, or something from Monte Cook's awesome new project, Dungeon-a-Day, if it makes sense to incorporate it into the campaign. All week, I've been posting about the session, and today I thought I'd wrap the whole thing up with some thoughts about what I learned from my first time behind the screen as a Fourth Edition DM.

As you can probably tell from my posts this week, I had a lot of fun running this game for my son and his friends, and I can't wait for our next session, which is when we'll actually begin The Keep on the Shadowfell.

If you've followed along in the comments this week, you know that I made a lot of rookie DM mistakes. Luckily, none of them were the kind that broke the game or ruined anyone's good time, but I sure made them. I knew that would happen, which is why I started us all out in a 3-encounter dungeon delve instead of diving right into the module that will be the starting point for our campaign. All this week, with the benefit of hindsight and without the pressure of players at the table, I've gone over the things I learned, and the mistakes I made during the session.

Today, I wanted to share some of the things that came to mind, as well as some other things from a lifetime of gaming that I hadn't thought about until this week. My hope is that this will be useful for DMs and players alike. I'd love it if you'd add your own comments, if anything related comes to your mind while you read this post.

First of all, in spite of our mistakes, we all had a lot of fun. As far as I'm concerned, the session was a HUGE SUCCESS as a result. The whole point of playing an RPG is to have fun while engaging the imagination, right? Mission accomplished, and not in the fake George Bush way.

Mostly, this session reaffirmed some of the core concepts that all DM guides share, from GURPS to T20 to D&D and beyond. Among them are surprise! Fear! Ruthless Efficie – wait. Sorry. That's wrong. Put down the soft cushions and I'll try again.

Among those concepts are such diverse ideas for DMs as…

Whenever you can, say yes. D&D is essentially a collaborative storytelling effort, and the best way to encourage everyone to contribute to the the effort is to take their input, and say Yes, and… This is something we drill into beginning improv comedy students, for a good reason: nothing derails someone's creativity faster than telling them, directly or indirectly, that their idea is stupid. You take their idea, say "Yes, that is a lovely hat, and it also has something tucked into the hat band!" This keeps the story moving forward and encourages everyone to feel safe taking risks, and just suggesting an idea can feel very risky to more people than you'd think.

Now, I don't mean that you let the players push you around, and you certainly don't let them do things that are dangerous or risky without serious consequences, but you nobody likes being stuck on rails and pushed around in the cart.

Example: At the beginning of our session, one of Nolan's friends wanted to climb a tree and look around. There was no need to do that, but the tree was there and it seemed like something for him to do, so I let him do it. I even had him roll athletics to see how high he could climb, and let him make a perception check when he got up there. He didn't roll very well, but one of the kobold slingers in the tower saw him, and told his allies about the intruders. This leads into…

Everything is important to the PCs. Don't mention it, don't put it on the map, don't even bring it into their minds unless you're ready for them to do something with it. Think about this from their point of view: they're trying to build the world in their heads, and you never know what's going to grab their attention. If there's one thing I've learned over the years, it's this: they will ignore bookcase you've spent a ton of effort stocking with cleverly-titled tomes of great knowledge and a hidden lever that activates the secret door, so they can focus with laser precision on the box you put in the corner, because you had a cool tile with a box on it or something. Of course, it's not the end of the world when they do that; you can either nudge them toward the bookcase, or simply move the lever next to the box.

This is even more important when you have NPCs. I keep a little folio of NPCs handy, just in case the blacksmith I thought would do nothing more than sell them an axe ends up being someone they decide to visit all the time for some reason or another. SPOILER ALERT: In this campaign, I'm using the missing mentor hook. I built more of a backstory for Douven Staul and his connection to the PCs than the text for Keep on the Shadowfell provides, and I have a feeling they'll want to interact with him if they find and release him. In case they decide to cut his bonds before all the bad guys in that encounter are dispatched, I've stuck a 3rd level NPC warlord into my bag of tricks, so they can enjoy the thrill of fighting by his side, if they want to go that way.

Listen to your players, and they will tell you what they want to do. Even if they don't come out and say it directly, they will reveal a lot to you with their actions, and you can tailor the game a little bit to make them happy.

Nolan wanted his dwarf fighter to mow down lots of bad guys, so I sent lots of minions toward him whenever I could. His friend who played the rogue wanted to do rogue-y things, so I turned a set of closed doors into a set of closed, locked doors. His other friend, who played the wizard, was excited to play, but seemed intimidated by the complexity of the whole thing. I remember feeling that way the first few times I played, and I was certainly anxious to be simultaneously running my first 4E game ever and sitting behind the DM screen for the first time in years, so I could relate. I made a concerted effort to put him at ease, and after we'd been playing for a little while, I could see him settle down and relax. As a bonus, it helped me relax, too.

Reward clever thinking. As a player, I want to feel like I'm a mythical, heroic character who can do things in a fantasy world that I'd never be able to do in the real world. When Nolan's friend wanted to leap around the wyrmling, I could have simply told him that was impossible, but since nothing is impossible in D&D, I just made it very difficult. Had he failed, he was going to find himself dazed and prone at the feet of a very angry creature. 

You can also use rewards, like little XP bonuses and NPC reactions, to encourage roleplaying, if that sort of thing is important to you (like it is to me.)

Keep it simple, especially if you're just getting started. I have this idea for an epic campaign, where the forces of Darkness and Evil are gathering to invade the world. Yes, it's as original as the color blue, but it gives me a reason for everything to happen. The events of Keep on the Shadowfell are tied to it, and it's simple enough to modify other modules to reflect this larger story that I have in mind. I love the idea of foreshadowing, and while there's a little bit of that built into Shadowfell and Thunderspire, the farthest I was willing to go with my first session was the suggestion that some of Coppernight's companions were kidnapped. (Irontooth may mean something to some of you, if you catch my drift.) I could have overdone it with harbingers of doom and stuff, but I'm saving that for later in Shadowfell, when the cultists really get going. I'll drop hints if it seems appropriate, but mostly I'm keeping this simple until I have more experience running things.

Know where you're going, but be flexible. By having some idea about where we're all going, but not
overdoing it, I leave myself a lot of room to branch out into delves or
other adventures, like the totally awesome Rescue at Rivenroar from
Dungeon Magazine #156. In fact, depending on how Shadowfell goes, I may
slide the PCs into the Scales of War campaign at some point, because
it's a pretty awesome story.

The more descriptive, the better. But didn't I just say keep it simple? Yes, but these things aren't mutually exclusive. While I can keep the story simple, I can still work hard to make the encounters more than moving figures around and rolling dice. For example, Nolan used a power to rip his maul through a pair of minions who were adjacent to him. He hit them both, but instead of just saying that, I told him, "your maul crashes through its head, streaming blood and gore behind it as the power of your swing carries into the other one. Their bodies fall to the ground with a wet thud."

When the rogue rolled particularly well with a ranged attack, I told him, "your dagger whistles through the air toward your target, and catches it in the throat as it lunges toward you. Its eyes widen and glaze over as it falls down, dead."

I also added smells, sounds, and anything else I could do to make the tower they were in really feel old and decaying. It helps that I've read more fantasy genre fiction than I'd like to admit.

Don't be afraid to improvise. When it looked like the final encounter, which should have delivered the greatest challenge, was going to be a cakewalk, I just looked at some stat blocks and added a few more creatures to the encounter so it would feel more climactic. I knew I had the cleric back in the cell, and if things got really, really bad, he could figure out a way to race in and save the day (as a general rule, though, I don't recommend doing things like this too frequently, or your players will figure it out and act accordingly.)

Preparation is key. I could improvise, stay flexible, and say "yes, and…" because I'd spent a lot of time preparing the session. When you decide to DM a game, you're in for a whole lot of fun, but you're also assuming a tremendous
responsibility. A good DM can overcome a bad system or module, the saying goes, but nothing can overcome a bad DM. The best way to ensure you don't become the dreaded "bad DM" is by taking this responsibility seriously, and investing – that's right, investing – time to prepare your sessions. Read all about your monsters, understand their roles (Brute, Lurker, Controller, etc.) and pay attention to the tactics the module's author tells you to use. In our third encounter, it says that the wyrmling is willing to catch a few kobolds in her breath weapon, if it means getting all the PCs. When she did, the kids were all surprised, and realized that she meant business. Without the tactics that told me to do that, I probably wouldn't have done it.

Get an official DM Screen. I think it's worth getting an official DM Screen, because it's filled with useful charts and tables. I saved a lot of time that I would have spent digging through the DMG and PHB because I had that right in front of me.

I recommend making index cards for each player and group of monsters, and using them to keep track of initiative order. On the PC cards, I wrote the player's name, and the character's class, race and name. It's a little thing, but when you use character names and descriptions instead of a player's name, it makes a difference and keeps the world alive, while encouraging the players to think of their characters as actual people, instead of stats and minis.

Never forget that you're doing this to have fun. 'nuff said, true believers!

Finally: The first couple of times you play, keep notes when you're unsure about things, and spend some time with the DMG and PHB after the session to see if you could have done anything differently. After you've done that, write about it in your blog so other people who are more experienced than you will share their own insights.

I hope you've enjoyed this week of D&D posts; they were a lot of fun to write. Now seems like an appropriate time to sponsor myself, and plug my shirt.woot design, which features polyhedral dice and science.

20 March, 2009 Wil 100 Comments

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