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About rmunn

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  1. I wonder why the rule about not taking notes during play exists. Is it just to save time (because writing down every card your opponent plays would be time-consuming and you'd be sure to go over 60 minutes)? I understand not being allowed to bring in external reference material besides the rules, but what's the purpose of the "no taking notes" rule? It seems to me that it could help detect certain kinds of cheating: e.g., if you've written down that you saw your opponent's clan champion come up three times already, when you see that card come up a fourth time (assuming the opponent hasn't played any fetch-from-discard-pile effects), you'd raise your hand and call for a judge. But if you're not taking notes, you'll have a harder time being certain: did I really see that card three times already, or is my memory playing tricks on me? I ask this because a while ago, I read http://l5rcheaters.blogspot.com/, which pointed out in http://l5rcheaters.blogspot.com/2010/07/intentional-cheating-part-2-majors.html that you should always write down changes in the game state, so that if your opponent lies about what happened two turns ago you're not relying on your fuzzy memory. With the "no taking notes during tournaments" rule, this recommendation is now illegal. Why, I wonder? I can understand if it's to keep the game moving, but if it's for another reason, I don't see the drawback in allowing people to take notes. Anyone have an idea?
  2. I didn't notice that at first, but you're right. However, this is a plausible amateur game: all the 4-4 corner points are taken except the one we can't see (and it's very plausible that White has that point), and there are no *glaringly obvious* mistakes, at least from a beginner's point of view. (Black's shape in the middle is bad, but I didn't notice it until you mentioned it.) Whereas the Go board that is visible in the movie Tron: Legacy is a lot less plausible as a game (way too many stones on the edge of the board, for one thing). I wouldn't be surprised if the Go game from the Kiku Matsuri story was painted by the artist playing a game himself and taking a photo of it partway through, or going down to his local Go club and asking permission to take a photo of a game in progress.
  3. I'm interested in the game of Go (though a nearly total beginner at actually playing it), so I was interested in the game shown in the Kiku Matsuri fiction. I've squinted at the board, and re-created what I think is that game's position in my computer's Go software. Some parts of the board are not visible, so I've marked those with an X in the image (including two stones, one white and one black, that I think are in those places but I'm not 100% sure). Any other Go players want to dissect this game and see who has the advantage in it?
  4. Counterargument: Everyone at GenCon will know what the other six clans can do, but the Scorpion clan's abilities will come as a surprise to everybody. Very Scorpion-y plan indeed.
  5. I've been hesitating between Unicorn and Crab for a couple of months now — I'm definitely a fan of the Screw the Rules, I'm Doing What's Right! trope, and both the Crab ("We defend the Wall, no matter what the rest of Rokugan thinks of us") and the Unicorn ("Our ways are different, but not wrong") appeal to me. But that story was the quintessence of "Screw the rules, I'm doing what's right!" I think I just found my clan.
  6. Thank you for posting The best haiku scene ever Yes, I do like this In each haiku thread This Avatar clip comes back Like a boomerang
  7. "This," says the Crab, and bashes the silly Dragon's head in with a Jade Tetsubo.
  8. On pretty much any Google spreadsheet that you've been given view-only access to, you can save a copy of the spreadsheet into your own Google Drive, and then make any changes you like to your copy without modifying the original. That might be another way for people to sort the data if they want to.
  9. I like what C.S. Lewis said about My Little Pony (despite having died decades before it was created): From "On Three Ways of Writing for Children", in 1952.
  10. For what it's worth, the OCTGN module for the LotR card game (which I love, as you can probably guess by my Samwise Gamgee avatar, and buy every expansion for) has been updating with card data, but no images, when the cards are officially released. Image packs get released six months later. That way, anyone whose local game store is a bit slow to get product (I live overseas, so I usually have to wait 1-2 months to get packs compared to people who live in the U.S.) can still test out the new cards in their existing decks. But anyone who's using OCTGN to play FFG's game without paying for it (shame on them) has to wait at least six months before they get the actual art for the cards. BUT... if you actually own the cards and have a scanner, it's pretty easy to make your own OCTGN images, and then you get the actual images immediately. That strikes me as a pretty good balance, and I'd suggest something similar. Imageless cards with text & numbers only when they're released, and images six months later -- but anyone who buys the cards and owns a scanner can just look up the right card ID number from the data, drop scanned images into the folder with the right filenames ("CardIDnumber.jpg" or something), and then the scanned card shows up in OCTGN.
  11. I'm expecting Unicorn to be last. But now I'm kind of wanting next week's article to lead off with, "This week was supposed to be the Lion's turn, but the Unicorn player played Way of the Unicorn, and kept the first player token instead of passing it. So have some Unicorn fiction instead."
  12. It's also worth mentioning that the Influence value is printed on the Stronghold cards. The two Strongholds we've seen so far, one each from Lion and Crane, have an Influence total of 10. But it's not inconceivable that future stronghold cards could have higher or lower Influence values, so that the choice of your Stronghold helps determine your deck. Do I pick the Stronghold that gives me 1 extra Fate per turn but has 0 Influence*? Or the one that gives me less Fate per turn, but lets me splash cards from other clans? * We haven't yet seen such a Stronghold card; I'm only speculating about its existence. +1 Fate per turn would be a powerful ability, so I could see balancing that by forcing you to play a one-Clan deck with no splashing cards from other Clans.
  13. I cannot pass up Such an opportunity To link this great scene:
  14. No, you probably have it right. It's just English is so hard to spell correctly, even its native speakers often get it wrong.
  15. 100% agreed. And loose vs. lose isn't the worst of it by far. For a truly brilliant look at English's weirdness, there's no better poem than The Chaos, by Gerard Nolst Trenité: http://ncf.idallen.com/english.html I'd quote my favorite parts of that whole poem, but then I'd just end up quoting the whole thing. Just... go read it. That is an amazing work of English mastery. P.S. Gaelic and Welsh have a really weird alphabet, with lots of consonant clusters to account for the fact that they have a lot more consonant sounds than the 21 consonants of the Latin alphabet can account for. But at least they're regular: as far as I know, the same consonant cluster always stands for the same sound. Whereas English decided to go "Consistency is for wimps. A proper language should be good and weird."
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