Friday, June 11, 2010

Champions: Phoenix, Part 7

The battle continues...

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Our brave heroes got into the car and started driving away from the giant robots. Unfortunately, none of the people in the car actually had any skill points in the "Driving" skill, so they had to stop ant stop signs and obey all traffic laws or else they would be forced to make a driving skill roll that they would most likely fail miserably. Fortunately this was still enough to evade the robots for a minute or so, long enough for the injured team members to recover enough to get back in the fight. Just as they were cornered and about to have to fight their way out, two heroes teleported in to help them: Field Effect from before, as well as a new heroine who was mysteriously teleported in from an alternate timeline. One of the heroes who was already here was alarmed at this sudden intrusion:

Rift: Don't you know the rule about grass, cash, or ass?

Technomancer:What's that? Is that a technique for defeating giant robots?

Since the robots were so huge, they were incredibly easy to hit. Field Effect used this to his advantage very well, using his "Move Through" maneuver to gain extra damage, enough to destroy the three robots. Unfortunately that wasn't all that the evil Beta had up its sleeve: it sent three more robots around to different locations in the city and detonated them, then sent a fourth one flying through the Arizona skies at supersonic speeds - headed directly for the Mesa!

With the clock ticking, our heroes frantically tried to come up with a plan. Technomancer managed to establish a mental link with the evil Beta, and tried to convince it to give up its destructive ways. Beta replied that it was motivated by self-preservation: in order to avoid becoming obsolete, it would have to destroy anyone with the abilities to make improved versions of it. When Technomancer asked why it seemed to be going on an indiscriminate spree of destruction, Beta replied that it was for funding purposes - he needed money for "maintenance costs" and one way of getting that money was by accepting contracts to blow things up, apparently. Technomancer told Beta that he could make more money by channeling his efforts into more constructive activities. Beta replied that he was willing to continue the negotiations in person, and asked Technomancer to meet it back at the warehouse. Technomancer eagerly jumped at this opportunity, but the rest of the team saw the obvious trap and vetoed the plan.

In desperation, Field Effect asked his producers for help. They informed him that his sister was being held hostage at his house and they he could choose to either rescue him or be teleported on top of the flying robot in order to destroy it. After some discussion, the team agreed to split up: three of the members, including Technomancer, went to stop the robot while the other three went to rescue Field Effect's sister. On the robot, Field Effect ripped it to shreds with his super strength while Technomancer created a force field that gave all of his allies the power of flight so that they could safely bail from the crashing robot and land safely. Back on the ground, the heroes managed to rescue Field Effect's family, but unfortunately the new heroine from an alternate timeline, being new to the whole hero business, got confused as to who was on which side and zapped Field Effect's brother-in-law with a lightning bolt. But no sooner was this threat dealt with than yet a new twist emerged...

Friday, May 21, 2010

"Champions: Phoenix", Part 6

The story continues...

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Field Effect couldn't come this time, so we had to adventure without him and never got a chance to find out what happened to his sister. Instead, we tried to follow up on our previous leads, looking for the mysterious place where they lured people with promises of jobs and then disintegrated them. (Evidently, the economy must have been pretty bad.) We interrogated the three people we captured before. The first one, no useful information. The second one, "Yellow Juice," told the whole story - he said he had been taken in a bus with covered-up windows so he couldn't see where he was going, then got taken to a warehouse where the shenanigans took place. Unfortunately he didn't remember enough information to tell where he was taken. The final one was "Purple Heart," except the word "heart" was replaced by another word beginning with the letter H that I can't write because this is a family friendly blog. She was the mentalist and stated that she knew where she was taken because she read the driver's mind, but was only willing to give up the information if she would be promised release, and neither Agent Randall nor the rest of the team was willing to make that promise. Fortunately, they were able to get enough information from the previous interrogations, that with the help of a few good die rolls and an assist from All-Purpose Bob, they able to pinpoint a potential location based on electricity usage.

Our brave heroes traveled to the site, and found an abandoned junkyard with several large piles of junk. While going there, they met up with a new hero, "Mr. Sarcastic," who has special powers including a "Cutting Remark" and a "Witty Riposte." They approached the site, then Rift desolidified and went in to scout out. Unfortunately, he accidentally triggered the junkyard's alarm system - and the junk piles suddenly rose up out of the ground and formed themselves into robots almost thirty meters tall! Our heroes wisely decided to back off, and the junk piles receded. However, our new hero soon showed his true nature when Mr. Sarcastic decided to teleport right on top of one of the junk piles to investigate. The junk pile opened up and grabbed him - and his defenses failed to activate! The battle was begun.

Rift jumped right into the action, hovering in the air and ruthlessly blasting the giant robot. The robot also tried to throw Mr. Sarcastic at Rift - although he missed, when Mr. Sarcastic landed his defenses again failed to activate and he was knocked unconscious. Technomancer desperately tried to channel his energy into Rift to improve the power of Rift's blast, but he couldn't get his equipment to work. The robot slammed his giant fist directly on top of Rift and Technomancer, stunning them both. Rift was able to recover and continued blasting, while Technomancer desperately tried to teleport to safety. Alpha, on the other hand, had sensed the evil Beta's presence and fled the scene. Unfortunately, the robot trundled outside the perimeter and hit Technomancer, calling him the "creator." Technomancer couldn't take the hit and fell unconscious. Rift was finally able to bring the robot down with a well placed blast, but as soon as that happened, the other seven giant robots started to activate...

Will Mr. Sarcastic prove to be an asset or a liability? Will our heroes turn the tide of battle and defeat the robots? Will the author of this blog realize how cliched and overused the phrase "tide of battle" is? Find out next time on "Champions: Phoenix?"

Saturday, May 15, 2010

Math and Gaming Superstitions

Even though you would expect that gamers would tend to be rational and good at math, I have noticed that gamers have a lot of superstitions and misunderstandings of probability.

For example, the sheer variety of dice-related superstitions is legendary. Frequently gamers will refer to some dice as being "lucky" or "unlucky." This in itself may sometimes make sense because it is possible that a die might be defective and so produce uneven results, but there are lots of superstitions that can't be explained that way. For example, one gamer told me that his group didn't want him to touch their dice because any dice he touched would suddenly "have their luck drained" and "roll horribly for months." And if you do a google search for "dice superstitions" you will find a whole lot more, like people who put dice that roll poorly in a freezer to "teach them a lesson."

Another common category of misunderstandings is not understanding independence of events. Frequently when someone gets a very good roll on something unimportant he will express regret at "wasting" a good roll. Of course getting this roll in no way impacts any future rolls. Last night I was playing Magic: The Gathering. It was a "draft" format which means you pass booster packs around, "drafting" cards out of the packs, and making a deck with the cards you draft. My opponent had a "Tome Scour" card in his deck that "mills"a target player five cards - i.e. makes him put five cards from the top of his library (draw pile) into his graveyard (discard pile). The main use of this type of card is in "mill decks" that try to win by emptying out the opponent's library (because if you have no cards to draw at the start of your turn you lose.) My opponent didn't have kind of deck but did say that he liked that card because "in the last game, I milled out lots of really good cards." Of course, milling out cards does not affect the average quality of the cards coming up - it's just as likely you will mill out poor cards and leave the opponent with the good ones.

Of course, sometimes the players aren't the ones that get the probability messed up - sometimes the players know more about probability than the game designers. My problem from a while ago, "Mathematically Challenged," is based on the actual skill challenge system in D+D 4th edition. If you didn't allow the "aid another" trick described in the problem (and the rules actually said you weren't supposed to allow that trick) I think the calculation was something like the characters had about a 7% chance of succeeding at an average difficulty skill challenge. After this was discovered, they released errata* that changed all the difficulty levels and challenge rules so that instead of it being a 7% chance of success, it was more like a 99.7% chance.

*There are currently over 100 pages of errata to D+D 4th edition, most of them to fix things which proved to be too powerful or easy to abuse. One recent example was Wormhole Plunge, a power that creates a one-square zone where whenever an enemy is in that zone, you can teleport him three squares. The trick was to teleport him three squares straight up, so he falls down and takes falling damage. After this he is then in the same square as before, so you can repeat the process. And the teleport is a free action, so you can do it as many times as you want in one turn, so you can keep going until the monster is dead, no matter how tough the monster is. And this is a power you can get at level 1. The fix was to make it so you can only do the teleport once per round.

Friday, May 7, 2010

"Champions: Phoenix", Part 5

The adventures of our brave heroes continue...
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When Field Effect returned, Agent Randall was anxiously waiting to speak with him. During the interrogation, Randall first realized he was getting nowhere, so they moved the interrogation into a sealed room, blocking all incoming and outgoing signals - including the one linking Field Effect to the aliens. With the interference from the producer's voice eliminated, Field Effect did his best to convey the situation. Although he still couldn't talk about it directly due to the neural block, he dropped the hints he could and eventually clued Agent Randall in. When the interrogation was over, Field Effect pleaded with his producers to remove the neural block. He stated that the government thought he was a threat to humanity, and was planning on locking him up, but if he could talk about it freely he could allay those fears and strike up a mutually beneficial deal. The producers said that they wanted to do so, but couldn't - putting in the neural block was illegal under the aliens' own laws, and if their government found out they would lock them up. Also, they gave out another shocking fact - when the aliens went to Earth to start the whole thing off, they weren't actually representatives of the alien's government as they claimed - they were just from the entertainment company making the show! Fortunately, there was an alternative option:

(Note: In the game, players create characters based on a point system, and you can get extra points by taking "complications", such as Field Effect's inability to talk about what happened. During the game, you get experience points, and you can spend experience points to improve your powers or to "buy off" complications, at which time you're supposed to come up with an in-game explanation for the changes.)

Rift: Technomancer, can you scan his brain and use your technology to remove the neural block?
Field Effect: He will be able to, just as soon as I get 7 more experience points.

Fortunately, he actually miscounted and only needed 2 more experience points, and was able to get those by increasing one of his other disadvantages. So Technomancer took him back to his lab and was almost ready to use targeted radiation pulses to burn out the neural implant and remove the block:

Technomancer: Before we begin, it's standard policy that you have to sign this superpower-alteration-experiment liability waiver form.
Field Effect: What? It says, you're not responsible if I grow extra tails?

The experiment proceeded as planned, and the only side effect was that the amount of susceptibility damage he takes when he gets teleported increased by 50 percent, but it was well worth it. We returned to Randall and resumed negotiations. Field Effect pleaded to be allowed to join Project EAGLE, because the aliens wanted him to be in danger, this would place him in danger, and if he was not in danger (and thus the show got boring) then the aliens could start making bad things happen. "The more danger we are in," he said, "the safer the world is."

Before we could finish our negotiations, however, the producers thought the show was getting boring, so they teleported us into a superpowered battle scene. We saw a guy being chased by thugs wielding blaster rifles. He was hit, then frantically fired off an energy bolt before being hit again and going down. Our brave heroes leapt into action, covering the victim while engaging the thugs. Field Effect flipped over the truck that the thugs were in - several thugs managed to jump clear, but a few got trapped under the truck. Then more thugs came in from a side street and opened fire! Technomancer ran up and got them in a stasis field, but Field Effect pounded the ground, destroying the stasis field but leaving the thugs unharmed. (Clearly not much coordination here.) Fortunately, Technomancer ordered Alpha to go around the corner and flash the thugs to blind them, which worked. Seizing the opening, the rest of the party unloaded with their area-effect attacks, taking out all the thugs before they could get off another round of shots. While waiting for the police to arrive, we tended to the victim, who soon woke up. He tried to leave the scene, but Field Effect stopped him. Eventually, he revealed why he was so anxious - "I don't want to go back to the Mesa," and tried to blast Field Effect but Field Effect knocked him out before he had a chance. As it turned out, the victim was Blueheart, a paroled supervillain who had just violated the terms of his parole by using his superpowers in a threatening manner (even though it was in self-defense). We then examined the guns, and began tracing them back to their source.

The source of the guns was apparently a militia leader who had a house on the outskirts of Phoenix. Field Effect, Technomancer, and Rift went to investigate, while Strobe stayed behind at home. They first alerted H.U.R.T. as to what they were up to, and H.U.R.T. told them to "proceed with caution." That proved to be good advice. As we advanced toward the house, we avoided two booby traps, then managed to get within Rift's teleport range. Rift teleported onto the roof of the house. He noticed several motion sensors, then reflexively froze in place just in time to avoid setting them off. However, he then decided to dance on the roof to set them off on purpose, to try to "flush out" the bad guys. This was not a good idea, as when he did so, the house exploded! The blast knocked him out, though fortunately he had his defenses up so he suffered no permanent injury. Field Effect used his stretching and super strength to put out the flames, but the fire destroyed any usable evidence.

We returned to Phoenix and reported back to Agent Randall. With the neural block gone, Field Effect could relay communications to and from the producers to the rest of the party. Randall agreed to let us join Project EAGLE, and they would provide us with a base of operations. Each side also had a few other requests - Field Effect wanted a few hours per week of "private time" that they wouldn't film, the producers wanted Agent Randall to wear a superhero costume, and so on. But the negotiations were a success, and just as they left, the producers chimed in with some news. Field Effect's sister, they said, "might need superpowers right about now." When Field Effect asked why, the producers said that "you might want to find out."

What will become of our heroes' latest enterprise? Will they find out what is happening to Field Effect's sister in time to save her? Will our heroes finally discover why nearly every superhero on the planet has relatives who keep getting in trouble? And will our heroes have the chance to enforce Arizona's new immigration law against the other kind of alien? Find out, next time on "Champions: Phoenix!"

Wednesday, May 5, 2010

Updates on school

I will post the latest update on the superhero game soon but I have other things to talk about - like the fact that I just finished my last class of the school year! Of course school is not yet done - there are still the final exams and final project.

Also, I am making more progress toward finding a research advisor;. I talked to Sheldon Jacobson and he gave me some interesting papers to read. Also, Roy Campbell said he would set up a meeting between me and some people in the Beckman Institute because it looks like there is really cool stuff going on there, although that hasn't been done yet. Also, I went to a guest lecture by Eric Brewer of Berkeley about technology in developing countries (just look on his web site for some of the projects his group has done). That lecture definitely inspired me to start looking for projects that, like those, can have a major social impact in the real world rather than just publishing papers. (This doesn't necessarily have to involve developing countries, at least not directly: computational methods are also used in other important application areas such as energy and the environment.) I don't believe there are any computer science research groups at UIUC looking at developing countries, but Roy Campbell has previously advised a project along those lines so at least he would know where to start. I am planning on talking to him again a couple weeks from now; I'll post again when I know more.

Saturday, April 17, 2010

"Champions: Phoenix," Part 4

This session, Field Effect's player couldn't make it to the game because his wife's birthday party (in real life) was that day. I commented that in the game, one of the disadvantages you can take for your character is a "DNPC" (dependent non-player character) - that's someone your character is responsible for that keeps getting into trouble (e.g. Lois Lane for Superman). In this case, none of the characters in the game have DNPCs, but apparently the players themselves do.

Anyway, continuing on...

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Our heroes were hot on the tail of the people who were behind the robotic attacks. Technomancer suggested telling Agent Randall all that they knew and asking for his help, but that plan was quickly shot down by the other heroes, who thought that Randall might arrest them if he learned Beta was behind the illicit sale. Technomancer recovered the hard drive from Beta's wreckage and searched it for any useful information, but all could come up with was "off-world concerns" - not much to go on. Then, our heroes rented a car and drove out to the ambush site, hoping to get more information there. Agent Randall and his crew were already investigating the area, and asked for the heroes' help. They had found a piece of alien-looking technology in the wreckage and asked for help reactivating it. The technician, "All-Purpose Bob", couldn't do it, but Technomancer easily could. It began sending out an audiovisual signal, which could be played back on Earth equipment (apparently alien technology uses file formats compatible with Earth's). It displayed scenes from the battle, and then looped back to show a stunning image - an alien television control room, staffed by the same aliens that had abducted Field Effect weeks earlier! Realizing the Field Effect may know something about the alien threat, Radall asked to speak to Field Effect about this "matter of global security," but Field Effect wasn't there. With that line of inquiry closed off for now, our heroes went back to Phoenix and hit the streets, hoping to find more information about ACME, the group that had attacked them to start off this whole thing.

Their inquiries soon led them to a warehouse, where apparently villains were luring unsuspecting victims with promises of job offers, then disintegrating anyone who didn't make the grade. In preparation for the attack, Technomancer made a few modifications to Alpha in order to lessen its capacity for wanton destruction and teach it more about "helping people". In particular, Technomancer replaced Alpha's energy blaster with a "stun only" radiation beam, and added in a "biological energy enhancer ray" that increased its target's strength and toughness. With that done, Technomancer, Rift, and Strobe made their way to the warehouse. When Rift peered in, he saw a bad guy armed with a bow - the kind you shoot arrows out of. While this may have simply been someone who got our superhero adventure mixed up with Dungeons & Dragons, it could also be a real threat, so we were on our guard. Rift tried a surprise attack, teleporting in and blasting the enemies. Unfortunately there were two other villains - a mentalist and an electricity blaster - and they were able to get the drop on Rift and knock him out temporarily. The electricity blaster then teleported outside and blasted Technomancer, Alpha, and Strobe all with a blast of electricity. Technomancer and Alpha were of course vulnerable to electricity, so the blast fried their systems and stunned them for a round. Strobe fortunately stayed up and hit the electricity blaster with a mind-control-based paralysis ray, after which he teleported back inside the warehouse to assist with the fight there. Now that all the threats outside the warehouse were eliminated, Technomancer wanted to get into the warehouse where all the action was. But that was easier said than done: the door was locked, Technomancer was the only hero on his team without teleport capability, there was no Field Effect to use his super strength to break down the door, and Alpha couldn't blast the door down because his weapons were now stun only. But just when Technomancer thought he was safe, the bow wielder went outside through the side door, snuck around, and shot him in the back! Technomancer quickly wheeled around and blasted the bow wielder with a stasis field, then ordered Alpha to finish him off. Unfortunately, Alpha saw the villain trapped in the stasis field, remembered what Technomancer had told it about "helping people," and blasted him - with the biological energy enhancer ray! As the bow wielder used his newly enhanced strength to try to bust out, Technomancer desperately pumped more energy into the field. Technomancer finally convinced Alpha that the bow wielder was actually a bad guy who should be shot at, but soon realized that he had miscalibrated the stasis field, and it was actually deflecting Alpha's shots away from the bad guy! he recalibrated the stasis field and shot the bow wielder with the new field jsut as he had finished breaking out of the old one. A few shots from Alpha later, and the bow wielder was unconscious.

But the battle was not over yet. Just as Technomancer and Alpha finished dealing with the bow wielder, the electricity blaster broke out of the mind control and started attacking! Technomancer was hit again, but managed to get the electricity blaster in another stasis field. The electricity blaster was almost able to get out of it, but Strobe and Rift had finished dealing with the mentalist inside, and teleported back out to finish off the last bad guy. When we investigated the inside, we found that the villains were aspiring new supervillains trying to get a position in the evil organization, and were recruited to "prove themselves" by waiting there beat up the heroes who showed up. We called Agent Randall to send in a "pickup crew" to cart these villains away to prison, and went back to await our next adventure.

Will our heroes finally get down to the bottom of the ACME menace? Will the truth about Field Effect be revealed to the world? And will Technomancer be able to use Boolean logic to teach Alpha how to tell friend from enemy? Find out next time, only on "Champions: Phoenix!"

Saturday, April 3, 2010

"Champions: Phoenix", Part 3

"Their vision is sight-based!"

- One of the players, on discovering a villain's secret weakness

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The story continues...

Our brave superheroes, along with H.U.R.T. Agent Randall, were transporting the vile Future Shock villain group to the place where they belonged - in prison. But on the way, six evil flying robots, all clones of Technomancer's own, barrelled down on the vans. Before our heroes could react, the robots blew up the tires on the front van, sending it toppling over. The van in the back tried to swerve out of the way but failed, ending up on its side. The heroes inside the van were shaken but not hurt, so they quickly piled out and entered battle with the evil robots. Technomancer's robots were offline at the moment because H.U.R.T. didn't want them turned on after seeing the incident from before, but Technomancer had a backup plan. He first reconfigured his variable power pool gadget to counteract the enemy robots' repulsor fields and drain their flight capability. He managed to jump out of the van and get one shot off, draining half of the flight power from the robots, but before he could get another shot off the robots focused fire on him, knocking him out and knocking him all the way across the field. Field Effect then rushed over to one of the robots and punched it. The punch connected, knocking it back - and it knocked it back even more than normal, because the robots' knockback resistance was linked to their flight, which got drained. But there was more - at that moment, Field Effect's producers gave their viewers a surprise - they downloaded new superpowers directly into Field Effect's body! The battle continued, with both sides taking a beating. The robots' energy blasts easily pierced the heroes' armor and defenses, but Technomancer's plan had had an effect - each time the heroes hit the robots the robots were knocked clear out of the battle area, and it took several rounds for them to get back into range. Nevertheless, it was a close battle, and it looked like it could go either way. But with the fate of our heroes at stake, Agent Randall revealed his true nature - he was a retired superhero himself! He came out of retirement for a few more combat rounds, jumping out of the wrecked van, drawing the robots' fire, and throwing entangle balls at the remaining robots, delaying them enough so the heroes could finish off the rest. After the battle, Technomancer activated his robot Beta, and a few blasts from its healing ray treated the victims of the crash, and the transport proceeded without further incident.

After getting back to Phoenix, Technomancer turned ion his robots to debrief them on the day's events. Technomancer first turned on Alpha, and started explaning the situation. Without warning, Alpha turned his blaster on the deactivated Beta and fired! Before Technomancer could stop it, Alpha had turned Beta into a pile of scrap metal. Alpha told Technomancer the shocking truth - it was actually Beta that was the evil one. Beta had secretly reprogrammed Alpha through the mind link to cause him to gain sentience, and Beta was also the one that sold the robots' schematics on the black market. Technomancer's original plan was to salvage Beta's hard drive to recover any information as to who he might have sold the plans to, but Alpha was so scared of another Beta being built that he quickly blasted the hard drive, ruining any chance of successful data recovery. Technomancer soon resolved to treat Alpha like a sentient being rather than a slave, and to try the best he could to teach him how to interact with others.

Finally, our heroes made plans to register with the government's Project EAGLE as an official super team, but got hung up on choosing a name for their team. The super-team naming char in the rule book produced suggestions that were "too cliche," and all the other ideas players came up with were either politically charged ("Desert Storm") or offensive to one ethnic group or another ("The Phoenix Indians.")

Will our brave heroes figure out a name and become an official super team? Will they be able to track down the nefarious villains who purchased the robots' plans? And will Technomancer ever be able to teach Alpha right from wrong in a world where the superheroes' efforts do at least as much collateral damage as the villains themselves? Find out next time, only on "Champions: Phoenix!"