andrewrgross

joined 2 years ago
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[–] andrewrgross 2 points 3 hours ago* (last edited 3 hours ago)

This is very common. If you really must "solve" it, the solution world be a shadow box layout. You empty it, lay stuff down where you want it, then take a picture or trace the shapes onto paper. Then model and 3d print an insert to give everything a dedicated cutout or cut it from foam or mill it from wood. This is what folks do in workshops. I've never seen it for a kitchen large utensil drawer, but that's what to do if you must.

[–] andrewrgross 4 points 11 hours ago* (last edited 11 hours ago)

I think it seems hard to believe that the show really will end here. It just has the energy of a show with too much power behind it, both among fans and the people who made the show. And I think Newsome appears to agree with that take:

As far as the people creating it, we all would love to do that. I don’t know who writes the check for that, so I don’t know if they think it’s possible. But Mike has stories upon stories in him for these characters. He could do 10 more seasons. He is not done. None of us are done. Me, Jack, Eugene and Noël and not to mention the rest of our bridge crew and our recurring characters. Everybody’s like, “Yep, sign me up. We’ll be the next ‘Futurama.’ We’ll come back in 10 years, whatever you want.” So we’re all game.

[–] andrewrgross 1 points 12 hours ago

Yeah, Also, this really lets people make their own future for the characters.

Those two don't need to necessarily fall in love and having a conventional monogamous romantic pairing. Just seeing a best friendship evolve is fun, and who knows? Maybe they have a fling and decide to remain platonic. Maybe they have a down-low FWB thing. This one little moment where they both see each other in a new way lets people imagine anything.

[–] andrewrgross 2 points 12 hours ago

It’s Zeus and company antagonizing Hercules, not Michael Burnham being central to solving five (?) entirely unrelated but galactically significant disasters, apparently by pure chance.

Yeah, there's a lesson in good writing right there.

I think another way to approach this is demonstrated in The Expanse series and in a lot of Captain America stories: after you save the world, more big world-ending events get brought to you by people looking for help and enemies looking for revenge.

[–] andrewrgross 1 points 12 hours ago

I think most of this show's jokes are great moments rather than lines, but there were definitely plenty of lines, too.

I loved "Science besties!"; "What is the viscosity of the goo?"/"Does it have anything nice to say?"; and of course "Engage the core!"

I can't help wondering if this gets renewed.

[–] andrewrgross 2 points 12 hours ago

Yeah. Also: there has been throughout the show a nice little undercurrent of labor consciousness that was often lacking when we only follow "leadership" in stories.

This has been my favorite Trek in a long while. I like these characters a lot, and their personal and professional growth was well written.

[–] andrewrgross 2 points 13 hours ago

Overall, I think it was foreshadowed enough. In the first episode of the season, we see him having transitioned entirely to inorganic parts to fully bury his emotions, and in the end of this we see him deciding to go the other way. And I liked it.

I'm often a little critical of what seem like anti-transhumanist takes that assume organic parts are inherently superior, and mechanization is a defilement of god's creation. But in this case, I didn't feel like his choice was that. It felt like -- and this is a complicated comparison, so follow me -- an examination of what is often called "detransitioning".

I say "often called" because I don't think a transgender person adopting a prior gender presentation IS "detransitioning". I think it's just transitioning further. There's a sort of irony, to me, in the taboo within trans-allyship toward transitioning back towards a prior gender expression, because bigots will always say that anyone who does so is proof that their transition was a mistake, and then claim that every transition is a mistake. I think this is ironic, because I celebrate anyone living their truth, and truths are complicated, and they change as we change.

Which is to say that I like cyborg Rutherford. And I also like non-cyborg Rutherford. And if Rutherford got cybernetics again or got biopunk mods, I think I'd like that Rutherford too.

I hope we do get to see more of all these characters.

[–] andrewrgross 3 points 13 hours ago* (last edited 13 hours ago)

I feel like this finale did a very impressive job of tying things up, not in the way that they are concluded and done but that we see a transition in which that which we know has ended, and now the characters are going off toward grand new things. Which is a great approach to providing resolution without essentially killing and mounting your characters like butterflies in a collection.

But also, I sort of wonder if part of the intent was to loudly tell the fans and the network that if anyone was curious, the writers had a ton of juice in the battery. This is pure speculation, but I feel like the thematic message of this finale was something to the effect of 'Just in case anyone wondered if we're finishing because we didn't have more to say, wrong, WRONG, WRONG. We could've made another five jam-packed high quality seasons of this easily.'

That's what I felt watching it. Tendi and Rutherford's bond was always strong, but I long wondered if a romantic pairing was a possibility or not. It didn't feel obvious or obviously out of place. Seeing Rutherford remove the implant provided in just a single scene a lot of fodder to consider what we could learn about him as a person and technology in seeing how he is the same and how he is different without the implant. And seeing him essentially look up from his cell phone and realize he has a crush on his best friend he was long avoiding thinking about is a great direction for him to go, imo. I think that would be a great story, regardless of whether it culminates in a lasting romance or leads to a decision to remain platonic.

I'd never quite liked Ransom. I don't hate him, but his gimmick always annoyed more than endeared. But in the last minute, I had to admit that it has worked. He's supposed to annoy, but also to remain hard to dislike. You want to dislike him, but he won't quite let you. "Engage the core!" landed very well with me. That's a catch phrase that kind of gets both more tired with use, and funnier as it gets more tired. I'd love to see him deliver this incredibly groan-inducing line in a moment of genuine high stakes drama, at which point you'd have no choice but to admit... it's become iconic (and you'd hate him for doing that).

Anyway, 3 out of 5 stars (Jk, I loved the finale. Paramount should just announce that they've reassessed and green-lit another season. Seems like an obvious thing to do, but we'll see).

[–] andrewrgross 3 points 13 hours ago

I largely reject the notion of "canon".

Others can enjoy canon if they like, but stories don't need it, and plenty of great ones have well known, obvious paradoxes.

I'll just add the famous Dwayne McDuffie piece on this, "Six degrees of St. Elsewhere". RIP McDuffie.

 

It's got little instructive explainers worked into the story. Good art, too.

[–] andrewrgross 1 points 2 days ago* (last edited 2 days ago) (1 children)

That'd be awesome! Are you on Discord? I don't want to overburden you, but if you're thinking about it I suggest you talk with the folks looking to play and see if the timing and vibe fits.

Here's the link where we're organizing it: https://discord.gg/2FtTfGGDJr

If you're the GM, you have broad license to decide how to run it. Time, platform, rule set, whatever. I'm trying to bring the folks together, and after that I'm not going to meddle in whatever you want to do. I can share a link to the campaign docs over in Discord.

[–] andrewrgross 51 points 2 days ago (2 children)

Probably Anarchy. Like, the political philosophy.

Andrewism on YouTube is doing so much to make a compelling case for it. But it's a real bummer when you get a group of anarchists together and go, 'Damn, hanging out with these people makes me want to implement some rules and structure so we can get things done. This group is totally leaderless and directionless. I'm gonna go see what the socialists are up to.'

It's sad. In my experience, no one ruins anarchism more than anarchists.

[–] andrewrgross 5 points 2 days ago

That looks cool.

I'm kind of excited. I have a weird affection for the concept of the Fantastic Four without really quite clicking with any of their actual stories.

I dig the concept of the characters, even though the execution rarely clicks for me. I feel like that makes them so ripe for an adaptation to screen.

 

cross-posted from: https://slrpnk.net/post/16264721

I'm looking for a GM and players for a post-capitalist scifi adventure game.

The game setting and system are from an indie RPG called Fully Automated! (We have a community: c/fullyautomatedrpg )

I'm one of the developers, looking for a GM and possibly players on behalf of some other players who don't have quite enough people to start a new group.

The Game

The game takes place 100 years into our post-capitalist future. It's cyberpunky in style, but with an optimistic, earthy flavor. It uses a custom 2d10 system, but it's very flexible and modable if you prefer something else. The GM is welcome to use the rules as described in the manual (which are very straightforward) or just graft the campaign onto their preferred system.

We're currently playtesting a new campaign and we've got a few too many players for one play group. The extra players asked if I could look for a GM and a few more players to make a second group. I'm actually a player in the first test group, and we're 5 weeks into what is really a helluva campaign. It's a lot of fun and very well written. I expect it to be about 10 sessions, but don't really know.

The Campaign

The campaign is called "The 1000 Year Cleanup". The players are sent to the backwoods of New Hampshire by a supply chain specialist who thinks that they've found indications of a long-buried toxic waste dumping site. Salvaged records suggest that a local landowner helped a chemical corporation illegally dump tons of toxic slag during the later years of the Global Climate War. Sixty years later, the slag is now sought after by a company that recycles toxic waste into useful, non-toxic industrial products. But the whole area is in in the process of being rewilded. Deconstruction crews are dismantling what's left of some largely abandoned ghost towns. If the players don't find the waste, soon there'll be no one left to ask and no roads by which to remove it, and the toxins will simply leach into the surrounding hills in slow silence for centuries to come.

(There's also a little twist! I don't want to reveal it to anyone who might want to play, but if you're interested in running the game (or just curious), message me and I'll clue you in.)

In terms of play, it's a bit like an extended Star Trek away mission if it took place amidst a big ecological restoration project. It's a very cool vibe that most players will find surprisingly easy to get into. Let me know if you'd like to play!

 

I'm looking for a GM and players for a post-capitalist scifi adventure game.

The game setting and system are from an indie RPG called Fully Automated! (We have a community: c/fullyautomatedrpg )

I'm one of the developers, looking for a GM and possibly players on behalf of some other players who don't have quite enough people to start a new group.

The Game

The game takes place 100 years into our post-capitalist future. It's cyberpunky in style, but with an optimistic, earthy flavor. It uses a custom 2d10 system, but it's very flexible and modable if you prefer something else. The GM is welcome to use the rules as described in the manual (which are very straightforward) or just graft the campaign onto their preferred system.

We're currently playtesting a new campaign and we've got a few too many players for one play group. The extra players asked if I could look for a GM and a few more players to make a second group. I'm actually a player in the first test group, and we're 5 weeks into what is really a helluva campaign. It's a lot of fun and very well written. I expect it to be about 10 sessions, but don't really know.

The Campaign

The campaign is called "The 1000 Year Cleanup". The players are sent to the backwoods of New Hampshire by a supply chain specialist who thinks that they've found indications of a long-buried toxic waste dumping site. Salvaged records suggest that a local landowner helped a chemical corporation illegally dump tons of toxic slag during the later years of the Global Climate War. Sixty years later, the slag is now sought after by a company that recycles toxic waste into useful, non-toxic industrial products. But the whole area is in in the process of being rewilded. Deconstruction crews are dismantling what's left of some largely abandoned ghost towns. If the players don't find the waste, soon there'll be no one left to ask and no roads by which to remove it, and the toxins will simply leach into the surrounding hills in slow silence for centuries to come.

(There's also a little twist! I don't want to reveal it to anyone who might want to play, but if you're interested in running the game (or just curious), message me and I'll clue you in.)

In terms of play, it's a bit like an extended Star Trek away mission if it took place amidst a big ecological restoration project. It's a very cool vibe that most players will find surprisingly easy to get into. Let me know if you'd like to play!

 

cross-posted from: https://slrpnk.net/post/16130943

My mom was complaining that the city has limits on how many leaves that they'll pick up, and she's got bags and bags of leaves stuffed into black garbage bags. This seems like a problem that should have some kind of backyard solution.

I've done a cursory search, and see that leaves are very compostable. They can also apparently be turned into "mold", though I don't fully understand what this means.

But I also see that there is a lot of variety in compost bins, and they're quite expensive. So I'm wondering: what's the best strategy for making leaves go away? She's not specifically interested in the product of the leaves, she just wants to find somewhere to put them after she rakes them up. Any ideas?

 

My mom was complaining that the city has limits on how many leaves that they'll pick up, and she's got bags and bags of leaves stuffed into black garbage bags. This seems like a problem that should have some kind of backyard solution.

I've done a cursory search, and see that leaves are very compostable. They can also apparently be turned into "mold", though I don't fully understand what this means.

But I also see that there is a lot of variety in compost bins, and they're quite expensive. So I'm wondering: what's the best strategy for making leaves go away? She's not specifically interested in the product of the leaves, she just wants to find somewhere to put them after she rakes them up. Any ideas?

 

During a gameplay session last week my character left a message on the Wood Wide Web for some local wildfolk. I was just improvising in the game, but I love the concept and I think it'd be nice to develop the concept a bit and share to make it easier to use in games.

The concept of the Wood Wide Web is currently understood strictly as a mycorrhizal network for coordinating interactions between fungal communities and plants across forests, but within the game I'd like to establish that these existing networks are used as a backbone for sending messages across forests by humans.

I don't want to go too deep, but what should the player experience of using this be like?

In my head, I'm imagining this as an organic version of a wireless ad-hoc mesh network. One project in particular, diaster.radio, is designed to set up a system for Twitter-like microblogging that is geotagged across a decentralized mesh of nodes. I think this is a good framework. Users access the Wood-Web by plugging a small electronic spike into the dirt, and it lets them browse recent posts like you do on Mastodon, but perhaps with low character limits and no multimedia. Does that sound good? What do folks think of this interface?

Also, I'd like a basic overview of how it works. It doesn't need to be highly technical. But just as one might try to hack a network and we all understand what a WiFi router is, I'd like for there to be a basic understanding of how this is managed. I'm thinking that it's primarily based on the naturally occurring mycorrhizal networks, but with a series of low-power router nodes that allow humans to interface with it.

What do folks think? As a player, if you went into a forest and plugged in to this, what would you expect to see? How fast and far do you think messages should go? What kind of maintenance would you imagine sysadmins needing to perform? Thanks!

 

I think this is a glimpse of both our present and near future. Companies failing without an end-of-life plan, and hackers swooping in. It's fascinating. I wonder what it might tell us about more extreme examples, like major power and fuel infrastructure.

 

These aren't the kind of election results that lead in the news, but Alaskan natives recognizing the importance of a rule that obstructs the two major parties from gatekeeping voters abilities to express choices that don't align with party line issues is exactly the kind of change in politics that might save us.

4
We started a new campaign! (self.fullyautomatedrpg)
 

A few of us just started a new campaign! We might have room for one or two more people if anyone has been looking for an opportunity to join in a game of Fully Automated!

I'm not the GM, fyi, so participating is contingent on the preferences of our GM. But I'm excited to finally be trying this game as a player!

 

I volunteered to present a talk on Robot Operating System (ROS) to the Open Automation Club. Details can be found here: https://www.autobio.blog/robot-operating-system-with-andy-gross/

If you want to join, this is the link (although I added the word "POTATO" to prevent bots from doing anything weird. Remove the word POTATO to access the meeting).

https://us06web.zoomPOTATO.us/j/85686205319?pwd=QUuCxqbbfYb3xhjf8X3Nqrn9VGVxHy.1

 

I gotta say that I feel weird reading this examination of Octavia Butler's notes.

I'm reading Parable of the Talents right now, and I had to stop. It's gotten too fucking dark. It's about the fascist takeover of America by Christian Nationalists, and a major character just died, and there is sexual exploitation of children... I really like Butler and Parable of the Sower, but this just got so dark I decided to read the summary and find out if I wanted to read more, and I don't think I can read this, at least not right now.

Reading about the unpublished sequels feels even worse. It seems like Butler had a head full of so much darkness and cynicism, and her published works were just the processed output after she managed to find the least brutal version of her thoughts. These books were her at her most hopeful! YIKES.

I like her and these books, but I just had to vent about some of this.

 

cross-posted from: https://slrpnk.net/post/14202920

There was a post on Reddit that praised the ubiquitous "Dear Alice" commercial, and inevitably a comment criticizing praise for a commercial. This led to me to wonder more about who it was that made this famous solarpunk advertisement. The answer is an animation studio called The Line. I went looking at some of their other work, and came across this interesting demo short for what appears to be a proof of concept or pilot for a solarpunky animated monster hunting series.

I don't love the heavy use of guns. But setting that aside, I think the art is interesting. I'm fascinated to see what people are doing with the artistic and conceptual toolset solarpunk offers, and I think this is a use case that I wouldn't mind seeing more of.

Unfortunately, this demo is as far as the project went. But I'm happy to see that the folks at The Line appear to have some broader interest in solarpunk, and I hope they keep putting it into practice in unique ways.

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