Thanks for making 2016 a great year! 2017 will be even better! After all, double 6's make a 7, the best roll you can get!
As seven alien races struggle to co-exist in an uneasy alliance, the Inter-Stellar Union sends Union Guard agents on missions to preserve the crucial balance. These specialized operatives must do what regional security cannot, dealing with smugglers, pirates, terrorists, and even greater challenges in order to bring stability to a universe that needs it desperately. Without the Union Guard, the races will not be prepared to face a looming alien threat they can only hope to defeat together.
Saturday, December 31, 2016
Friday, December 30, 2016
VR Analytics=Privacy Invasion? (part 4/4)
Data collected from VR users can easily
be used to manipulate by those who control VR platforms. In fact,
commercial third-party software designed for VR developers already
allows for data collection to help identify which parts of their
worlds are most engaging and which parts need more work, based on the
reactions of users in real time. These systems are also capable of
influencing people using VR, manipulating them, for example, to make
more environmentally conscious choices and or affecting their choices
in tests for racial bias. AI-controlled avatars can be used to
“nudge” users into accepting certain ideas or views through
seemingly innocuous AI-avatar conversation responses such as smiling
or frowning, and these avatars could be even more effective if they
are able to access data about the user’s emotional responses
through eye-tracking or emotion capture. Emotional data collection
and influence upon VR users is currently without limit, as no laws
exist to restrict the types of behavioral data VR companies can
collect from users, nor are there laws restricting how that data will
be used. There are also no laws to protect against who will have
access to this data—data which could be used and shared among
profit-seeking advertising companies, insurance companies, the
police, and the government. Laws were finally enacted against
subliminal advertising in the 1970's—will VR users have the same
protection someday? Or will anyone care, in a technological landscape
where giving up all privacy is increasingly accepted?
Thursday, December 29, 2016
VR Analytics=Privacy Invasion? (part 3/4)
VR products are considered to be
excellent sources for a new field that is being called “emotion
detection.” Sensors mounted on VR headsets can read micro
expressions by tracking eye and muscle movements in the face. A
benefit to users is that this information can give their VR avatars
facial expressions that mirror their own, and VR avatars are—at
least with Facebook—the next intended step for VR insertion into
our online social lives. The company founder of Fusion said their
primary goal is to “unlock human emotion,” a goal shared by
Affectiva, an MIT company that offers “emotion detection as a
service.” Clients of this service will be able to mine images and
video feeds from webcams for data revealing how people react to
certain cues. It is thought that eventually VR systems will be able
to capture the entire range of body motion, forming a “kinematic
fingerprint” for each user. This fingerprint could be used to
uniquely identify and analyze a person, both inside and outside of
VR. Gait recognition already exists within some security camera
monitoring systems, so kinematic fingerprinting is the next step for
the technology.
Wednesday, December 28, 2016
VR Analytics=Privacy Invasion? (part 2/4)
In 2012, Facebook data scientists
conducted a study titled, “Experimental evidence of massive-scale
emotional contagion through social networks.” The study involved
the secret modification of users’ news feeds to include positive or
negative content. The emotional states of the users were then
analyzed by studying their posts. “The goal of everything we do is
to change people’s actual behavior at scale…We can capture their
behaviors, identify good and bad behaviors, and develop ways to
reward the good and punish the bad,” said one chief data scientist
in a conversation with Harvard business professor Shoshanna Zuboff.
Cookies and other tracking code are already being used by online
advertisers to track the behaviors and habits of internet users, with
details including the sites they visit and how long they spend
scrolling, highlighting, or hovering their mouse over certain parts
of a page. Google scans emails and private chats for information
useful in “personalizing” content and for ad targeting. Yet that
information is considered primitive compared to the kind of data that
can be harvested through VR.
Tuesday, December 27, 2016
VR Analytics=Privacy Invasion?
What exactly is VR Analytics? VR, or
Virtual Reality, is the next trend in technology, and though still in
its infancy, many believe that it is going to change the way we live
in the same way the internet has done—it’s nothing short of
revolutionary. “VR Analytics offers a way to capture much more
information about the interests and habits of users, information that
may reveal a great deal more about what is going on in [their]
minds,” says Michale Madary, a researcher at Johannes Guttenberg
University. Physiological and behavioral data is valuable to
companies like Facebook, which seems to be taking VR very seriously
after acquiring the crowd funded Oculus Rift for $2 billion.
Considering Facebook’s record, however, is it really a good thing
that they are aggressively delving into VR and its uses? An infamous
study conducted by Facebook data scientists in 2012 raises a lot of
questions…
Monday, December 26, 2016
New Planets in Solar Echoes
Some RPG game systems detail entire
cities, with a full book dedicated to everything you'd ever need to
know about adventuring in that city. These books covered the various
races that would be commonly found within the city, talked about the
major geographic areas, the culture of the people, and the economy. A
number of ideas were listed regarding possible adventure seeds—short
summaries of plots that could be expanded and explored by GM's
looking to flesh out a campaign, or fill the gaps between adventures.
These books made a simple setting into a robust world that a GM could
immerse his players in for an entire campaign if he desired! I have
recently taken up the task of preparing a new product based on the
original Explorer's Pack for Solar Echoes. In the original, we
detailed 4 different planets, and included a new alien lifeform with
each. Each planet had basic details and some missions seeds for
ideas. Though I'm not going to make this new product into a huge
book, I am spending a little more time on detailing a single planet.
The product will focus on that planet alone, including planet
details, a new alien lifeform, and a short adventure involving that
new lifeform, plus possible maps and icons to use in the mission.
I've already got a good start, but what types of things would you
like to see included in the planet details?
Thursday, December 22, 2016
Problematic Characters (part 4)
That villainous character could become
a lot more interesting if you present him with a possible angle
towards redemption. Maybe he's coming from a background that puts him
at odds with the rest of the characters, but one of those characters
begins to realize he's just misunderstood and tries to help others
see him in a new light. Perhaps he is as problematic as you present
him, but he begins to undergo a transformation because of what he
goes through with the other characters. Perhaps he is shown
compassion or given something he's never had before, and this softens
him or changes his perspective. Or maybe he suddenly becomes the
unexpected hero through circumstances or his actions—perhaps it was
even an accident that he became the hero! The key is in giving your
problematic character motivation and background. You can even use the
angle I've seen in a lot of Japanese anime: reveal the villain's
motives to the audience in a way that helps them identify with him,
understand him, and even sympathize with him to the point that they
can't exactly blame him for being the flawed character that he is—in
a way that almost makes one say, “If I were in those circumstances,
I might do the same things!” Ultimately, if you want that character
to have depth, you need to develop him. If the problematic character
changes and develops throughout the plot, he often becomes the very
hook that keeps the reader with the story!
Wednesday, December 21, 2016
Problematic Characters (part 3)
So now you've written a problematic
character into your story. How do you prevent that character from
ruining your story? Very few people want to read about a character
they hate unless there is something compelling about that character
they can identify with in some way. For example, I experienced a
story where the main character began as a rough, self-serving,
violent person. Throughout the story, he remained the same, and by
the end of the story, even though he had grown to care about one
other individual, he was still a rough, violent person, and I
considered him a psychopath—I literally hated this character and,
as a result, I hated the entire story told around him. I felt
absolutely no connection with that character, and because he didn't
change, I remained disconnected from him the entire story. If you set
your readers against a character to convince them he's a really
serious villain, you need to provide them with a hook to keep them
with you. It's a balancing act, because if the problematic character
stays an unlikeable bad-guy the entire story, he'll easily become a
one-dimensional villain. Your villain/problematic character needs
development, and a hint towards redemption...
Tuesday, December 20, 2016
Problematic Characters (part 2)
Tension is necessary in a story,
because without it, readers will quickly lose interest. The plot
itself is often the main source of tension, and sometimes the plot
can be so involved that adding too much tension among characters can
unbalance the flow of a story. However, characters that are without
some form of conflict, internal and/or external can quickly become
mundane and uninteresting. It is definitely a difficult trick,
though, to figure out just how much conflict is necessary. One way is
the slow build, where the problems might not be especially overt at
first, but over time, the problematic character might develop into
something that the others have to finally contend with. Another angle
for balancing out a problematic character is to give the reader
insight into his motivations that the other characters don't yet
have. This helps the reader find more patience with a character that
they otherwise might have quickly decided to dislike. Slow discovery
of a problematic character's motivations through other characters in
the story also helps readers to be patient with a character that
seems unlikeable from the start. Ultimately, though, the writer must
tread a precarious line between making a problematic character
intriguing or risk causing that character to be so disliked that he
or she ruins the story entirely.
Monday, December 19, 2016
Problematic Characters (part 1)
One issue you've likely experienced,
whether you're a novelist or a role-playing gamer, is when a
character is difficult in the story he's involved in. My many years
of playing role-playing games involves a number of situations where
someone's character didn't exactly get along with the others in the
group. In novel writing, it is important to have a level of conflict
among the characters--if everyone gets along together without any
tension at all, quite often the result feels rather idealistic and
boring, though this can sometimes be mitigated by a plot that is so
full of tension, the stable characters are the only relief. At the
same time, though, characters can be so disruptive and problematic
that the reader hates them enough to stop reading. There are several
ways to handle difficult characters, however...
Friday, December 16, 2016
Weekend Discount: Explorer's Pack only $2
Weekend Discount! The Explorer's Pack is on sale for only $2, in
anticipation of the upcoming Explorer's Pack 2 (releases when finished,
hopefully in time for Christmas!) If you're interested in information
about 4 new planets with 4 new alien lifeforms, the Explorer's Pack has
the details! Use this discount link to get the sale today, before it
starts tomorrow morning!
Thursday, December 15, 2016
Writing Character-driven Stories (part 4/4)
Writing a science fiction novel became,
for me, a chance to role-play each of my characters in my own game,
in a sense. I knew the larger plot, but I got to act out, through
every character, how they would handle each situation and respond.
Often, their responses would create new paths for my story, and these
paths would assist in further developing the characters and the world
in which they existed. My plot timeline was always ticking, but along
the way there were a lot of side-plots, interactions, and other
developments that made the story much more about the characters than
the plot. This is the essence of a character-driven story. In my
opinion, any plot, no matter how common and cliche it might be, can
be made interesting and refreshing if it is character-driven.
Wednesday, December 14, 2016
Writing Character-driven Stories (part 3/4)
When I set out to write a science
fiction novel based on the Solar Echoes universe, I had a large,
fairly complex and intriguing plot in mind. But from the very
beginning, my plan was for the plot to be a framework upon which to
hang the characters of the story. The characters would interact and
react to each other and the developments of the plot--THEY would
write the story. I liken this to the process involved in any
table-top role-playing game: the game master (GM) sets the narrative,
but the players end up dynamically telling the story through their
characters. This is why, when I run demos of Solar Echoes for
different players, each game is a totally different story, even
though I'm using the exact same "mission" plot each and
every time.
Tuesday, December 13, 2016
Writing Character-driven Stories (part 2/4)
When I set out to write about something
happening in the Solar Echoes universe, I resign myself to admitting
that no matter how unique I might feel my plot idea is, there is a
very good chance I'm subconsciously drawing from other themes I've
been exposed to in my life. It is also quite possible that an
original idea I've had has been used before, without my
knowledge--it's almost inevitable that someone will find a good
comparison. For instance, I'd never seen or heard about the plot of
the TV series, Babylon 5, but a friend of mine compared the "preserve
the balance" theme in Solar Echoes to that show. Last year, I
finally decided to watch the first season of Babylon 5, and he was
right, there are definitely some similarities. Yet what makes Solar
Echoes different is not only the variations in plot from Babylon 5,
but the characters themselves. The personalities and cultures of the
seven alien races in Solar Echoes shape and drive the story in a way
that transcends a simple plot comparison.
Monday, December 12, 2016
Writing Character-driven Stories (part 1/4)
I recently gave a talk on how to design
a role-playing game, and one of the topics I covered was writing the
overall story. I have found that the approach I detailed works for me
in novel-writing as well. When I think about science fiction stories,
whether in novel form, in a game, or even on the big screen, many of
them can be likened to other stories. There are so many stories out
there, it is difficult to write a plot that is truly unique--in fact,
writers usually draw upon their own experiences and other themes they
have enjoyed before, which results in a final product that often
involves fragments of these themes. Their plots are unlikely to be
entirely derived from their own ideas, with conscious and unconscious
decisions being influenced by the ideas of others they have been
exposed to. Good writers can take an old theme and make it feel
fresh, but there are so many iterations of these themes out there, it
takes something special to really draw an audience. That, in my
opinion, is the characters.
Friday, December 9, 2016
John Glenn
American
hero and space pioneer, John Glenn, has passed away at 95. Glenn was
the first American to orbit Earth (and the 5th in space)
on February 20, 1962, only 7 months before President Kennedy's famous
Moon speech. Glenn sped around the Earth three times in only a few
hours, traveling over 65,000 miles. President Kennedy considered him
too important of a symbol to risk losing in an accident, so Glenn had
to step down from NASA, but he would later go to space again in
October of 1998, while still serving as a Senator (he served in the
Senate for four terms). He undertook this second spaceflight at age
77, making him the oldest person to ever fly in space—a record that
still stands. Glenn was a humble man who inspired the American
spirit. In a NY Times interview, he said, “What got a lot of
attention, I think, was the tenuous times we thought we were living
in back in the Cold War. I don’t think it was about me. All this
would have happened to anyone who happened to be selected for that
flight.” John Glenn has inspired us to dream, and to look forward
to the future of America's endeavors in space!
Thursday, December 8, 2016
Drone Control
Drones
are filling the sky at an impressive rate, but this has become a
safety and privacy concern for many. Already, an incident occurred
where a drone collided with a jet airliner near London's Heathrow
Airport. Drones have also entered secure areas, such as the drone
that crashed near the White House last year. Drone-control has been
an issue tackled from a variety of angles, including the use of net
guns, anti-drone drones, and even trained eagles that will fly in and
destroy drones in the air. A company name SkySafe has developed a
system to take unwanted drones out of the sky, remotely shutting them
down with options to either safely land them or to simply bring them
crashing down to the earth. This technology is certain to find its
way into a number of places, such as sporting events and
high-security areas. However, what is to prevent similar technology
from being used against self-driving cars in the future? New
technologies will of course be developed to compete against that, and
rival technologies will rise up in response. At least one good thing
can come of all this—there will be more tech job openings in the
future!
Wednesday, December 7, 2016
Solar Echoes Website Redesigned!
The new and improved Solar Echoes website at http://www.solarechoes.com is now live! Please check it out and let me know what you think! Special thanks to my webdesigner, Dineda, for all her help and collaboration!
Tuesday, December 6, 2016
Shorehammer—A Weekend Among Warriors (part 2)
As you all probably know,
Solar Echoes has recently entered the realm of miniatures. Paper
stand-up icons were the cost-efficient way of playing the game
initially, and though I'd always hoped to have miniatures,
manufacturing, injection-molding, and everything that goes into
making miniatures was extremely cost-prohibitive. Then came along
3D-printing, and I suddenly found a way to make my vision a
reality—there is now a figure for each Solar Echoes character
available at Shapeways, with low-detail prints for general play and
high-detail prints for advanced artists and collectors:
https://www.shapeways.com/shops/corefun-studios
When I attended the Shorehammer convention, I knew I was in for a
treat, because Warhammer hobbyists are what I'd call “hardcore”
miniature painters. What I saw there literally blew me away—these
guys are amazing artists!
On Sunday, there was a miniatures
competition and people entered massive armies arranged in detailed
dioramas. I got to talk to some of them about their approach, and
most of them preferred hand-painting over airbrushing. One of the competition winners told me it took him 2 years to finish, with about 6 hours a day invested. I was extremely impressed with the talent I saw on display! I would love to see what these guys might do with a Solar Echoes miniature, and I'm definitely inspired to generate more figures someday in the future!
Monday, December 5, 2016
Shorehammer—A Weekend Among Warriors (part 1)
This past weekend, from
Friday through Sunday, I attended the Shorehammer Wargaming
convention in Ocean City. I was invited by the convention organizer,
Scott, whom I met several years ago at the Farpoint convention when
he purchased the Solar Echoes Player's Guide. Scott asked me to run
Solar Echoes demos and I also had the chance to host a panel
discussion, where I talked about “Making Your Own RPG.” This
weekend was a blast, and I am honestly shocked that it was the first
time the convention had been run! Everything was incredibly
well-organized and never felt rushed. It was my first time seeing
gamers playing Warhammer, and I realized how involved and precise the
game is. Gamers had brought their own highly-detailed miniatures,
painted with incredible skill. Maps and battle areas featured
impressive terrain, buildings, and other features that players would
strategically move through with their armies. And on the last day of
the convention, an award ceremony was given to reward tournament
winners as well as the winners of the best-painted miniatures
competition. Everyone I met at the convention was very friendly, and
there was a gamer-comradery that rivaled that of other conventions
I've attended. Shorehammer was an awesome experience, and I highly
recommend you reserve the first weekend of December 2017 for next
year's convention!
Thursday, December 1, 2016
Shorehammer Convention!
Solar Echoes will be at the Shorehammer wargaming convention in Ocean City this weekend, from Dec. 2-4, for game demos and a panel discussion on how to develop a role-playing game. Free prizes and tons of fun! http://www.shorehammer.com/
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