Tag Archives: Games

#70: Writing Backwards and Forwards

This is mark Joseph “young” blog entry #70, on the subject of Writing Backwards and Forwards.

When I was at TheExaminer, I eventually took to creating indices of articles previously published; when I moved everything here last summer, I included those indices, and finished one that covered the first half of 2015 (through July).  On the last day of December I did a review piece indexing the rest of that year, as #34:  Happy Old Year.

It may seem premature to do another index; it is not even falling on a logical date (although as I write this I am not completely certain on which day it is going to be published).  However, some new “static” pages have made it to the web site, and quite a few more web log entries, and it seems to be a time of decision concerning what lies ahead.  Thus this post will take a look at everything that has been published so far this year, and give some consideration to options going forward.  You might find the informal index helpful; I do hope that you will read the latter part about the future of the site.

img0070Blog

Temporal Anomalies/Time Travel

The most popular part of the web site is probably still the temporal anomalies pages.  It certainly stimulates the most mail, and the five web log posts (including those in the previous index) addressing temporal issues received 30% of the blog post traffic.  We added one static page since then, a temporal analysis of the movie 41.  We also added post #56:  Temporal Observations on the book Outlander, briefly considering its time travel elements of the first book in the series that has made it to cable television.  We’d like to do more movies, and there are movies out there, but the budget at present does not pay for video copies.

This part of the site has been recognized oft by others (before it was a Sci-Fi Weekly Site of the Week it was an Event Horizon Hotspot), and the latest to do so is the new Time Travel Nexus, a promising effort to create a hub for all things time-travel related; we wish them well, and thank them for including links to our efforts here.  They recently invited me to write time travel articles for them, although if I do it will have to be something different, and we have not yet determined quite what.

Legal/Political

By sheer number of posts, this is the biggest section of the web log.  Although since the last of these indexing posts it has been running even with posts about writing and fiction, it has a significant head start, with half of the articles in that index connected to law or politics primarily.  Some of these have religious or theological connections as well–that can’t be helped, as even the First Amendment in the Bill of Rights recognizes that the protection of your right to believe what you wish, express that belief, and gather with others who share that belief is both a religious and a political right, and cannot always be distinguished.  (Anyone who says that religion and politics should always be kept separate misses this critical point, that they are really the same thing.  It’s a bit like saying that philosophy and theology should be kept separate–the difference is not whether God is involved, but how much emphasis is placed on Him.  So, too, politics is about religious beliefs in application.)

Trying to sort these into sub-categories is difficult.  Several had to do with legal regulation of health care, several with discrimination, and we had articles on freedom of expression, government and constitutional issues, election matters.  These twenty-seven articles together drew 35% of readers to the web log, but a substantial part of that–13%–went to the two articles about the X-Files discrimination flap.  One article on this list has received not a single visit since it posted.  Thus rather than attempt to make sense of them, I’ll just list them in the order they appeared, with a bit of explanation for each:

Bible/Theology

As mentioned, some of the political posts are simultaneously religious or theological, and I won’t repeat those here.  There is one post that is really about everything, about the very existence of this blog, but which I have decided to list as primarily in this category:  #51:  In Memoriam on Groundhog Day, 160202.  This is a eulogy of sorts for my father, Cornelius Bryant Young, Jr., who is certainly the reason for the existence of the political materials, as he significantly supported my law school education and then regaled me with questions about whether Barrack Obama was a legitimate President.  He is missed.

I also wrote #65:  Being Married, which is not exactly my advice but my choice of the best advice I’ve received over several decades of marriage.  I’m hoping some found it helpful.

It should be noted that five days a week I post a study of scripture, and on a sixth day I post another essentially religious/theological/devotional post, on the Christian Gamers Guild’s Chaplain’s Teaching List.  That is far too many links to include here, but if you’re interested you can find the group through this explanatory page.

Game-related

There were a couple game-related posts in the previous index, this time two of them specifically about Multiverser.  There was some discussion about some of its mechanics on a Facebook thread, and so I gave some explanations for how and why two aspects of the system work–the first, in #38:  Multiverser Magic, 160112:  addressing difficulties people expressed concerning its magic system, the second, in #40:  Multiverser Cover Value, 160114:  explaining the perhaps not as complicated as it seems way it determines the effect of armor.

There was also another game-related post, #44:  The Feeling of Victory, 160121:  which discussed a pinball game experience to illustrate a concept of fun game play.

The award-winning Dungeons & Dragons™ section of the site (most notably chosen as an old-school gem by Knights of the Dinner Table) continues to get occasional notice; someone recently asked to use part of the character creation materials for work they were doing on a different game, and someone asked if I had a copy of my house rules somewhere, in relation to some specific reference I made to them.  Although I’m running a game currently, I don’t know that anything new will appear there.  The good people at Places to Go, People to Be are continuing to unearth the lost Game Ideas Unlimited articles and translating for their French edition.  Unfortunately, Je parle un tres petit peux de francais; I can’t read my own work there.

Logic and Reasoning

Periodically a topic arises that is really only about thinking about things.  That came up a couple times in the past couple months.  first, someone wrote an article about the severe environmental impact of using the universal serial bus (USB) power port in your car to charge your smartphone while you drive, and in #45:  The Math of Charging Your Phone, 160122, we examined the math and found it at least a bit alarmist.  Then when people around here were frantically stripping local grocery store shelves of all the ingredients for French Toast (milk, bread, and eggs) because of a severe weather forecast, we published #46:  Blizzard Panic, 160124.

On Writing

I left this category for last for a couple of reasons, several of those reasons stemming from the fact that most of this connects to the free electronic publication of my book Verse Three, Chapter One:  The First Multiverser Novel, and I just published the last installment of that to the site.  You can find it fully indexed, every chapter with a one-line reminder (not a summary, just a quip that will recall the events of a chapter to those who have read it but hopefully not spoil it for those who have not), here.  There have been about seventy-five chapters since the last of these posts, and that (like the Bible study posts) is too much to copy here when it is available there.  That index also includes links to these web log posts, but since this is here to provide links to the posts, I’ll include them here, and then continue with the part about the future of the site.

  1. #35:  Quiet on the Novel Front, 160101:  The eighth behind-the-writings peek at Verse Three, Chapter One, Chapters 43 through 48.
  2. #37:  Character Diversity, 160108:  The ninth behind-the-writings peek at Verse Three, Chapter One, Chapters 49 through Chapter 54.
  3. #39:  Character Futures, 160113:  The tenth behind-the-writings peek at Verse Three, Chapter One, Chapters 55 through 60.
  4. #43:  Novel Worlds, 160119:  The eleventh behind-the-writings peek at Verse Three, Chapter One, Chapters 61 through 66.
  5. #47:  Character Routines, 160125:  The twelfth behind-the-writings peek at Verse Three, Chapter One, Chapters 67 through 72.
  6. #50:  Stories Progress, 160131:  The thirteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 73 through 78.
  7. #53:  Character Battles, 160206:  The fourteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 79 through 84.
  8. #55:  Stories Winding Down, 160212:  The fifteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 85 through 90.
  9. #57:  Multiverse Variety, 160218:  The sixteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 91 through 96.
  10. #59:  Verser Lives and Deaths, 160218:  The seventeenth behind-the-writings peek at Verse Three, Chapter One, Chapters 97 through 102.
  11. #61:  World Transitions, 160301:  The eighteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 103 through 108.
  12. #64:  Versers Gather, 160307:  The nineteenth behind-the-writings peek at Verse Three, Chapter One, Chapters 109 through 114.
  13. #66:  Character Quest, 160313:  The twentieth behind-the-writings peek at Verse Three, Chapter One, Chapters 115 through 120.
  14. #69:  Novel Conclusion, 160319:  The twenty-first and final behind-the-writings peek at Verse Three, Chapter One, Chapters 121 through 126.

The Future of the Site

I would like to be able to say that the future holds more of the same.  There are still plenty of time travel movies to analyze; I have started work on the analysis of a film entitled Time Lapse, but it will take at least a few days I expect.  This is a presidential election year and we have clowns to the left and jokers to the right, as the song said, and with the extreme and growing polarization of America there are plenty of hot issues, so there should be ample material for more political and legal columns.  The first novel has run its course, but there are more books in the pipeline which could possibly appear here.

However, it unfortunately all comes down to money.  My generous Patreon patrons are paying the hosting fees to keep this site alive, but I am a long way from meeting the costs of internet access and the other expenses of being here.  Time travel movies cost money even when viewed on Netflix.

The second novel, Old Verses New, is finished–sort of.  No artwork was ever done for it, and it is actually more difficult to promote articles on the Internet that do not have pictures (frustrating for someone who is a writer and musician but has no meaningful skill in the visual arts).  More complicating, Valdron Inc invested some money into it, paying an outside editor to go through it, and they still hope to find a way to recoup their investment at least.  I might have to buy their interest in it to be able to deliver it to you, and that again means more money.

So what can you do?

If you are not already a Patreon supporter, sign up.  A monthly dollar from every reader of the site would not make me wealthy, and probably would not cover all the bills, but it would go a long way in that direction.  Even a few more people giving five or ten dollars a month to keep me live would make a massive difference.  I think Patreon also has a means of making a one-time gift, and that also helps.

Even if you can’t do that, you can promote the site.  Whenever there is a new post or page here you think was worth a moment to read, take another moment to forward it–it is easy to do through most social media sites, some of which have buttons on the bottoms of the web log pages for quick posting, and in all cases I post new entries at Pinterest, Facebook, Twitter, Google Plus, LinkedIn, and even MySpace, all of which have some way of easily sharing or recommending posts.  Let people know if there’s a good political piece, or time travel article, or whatever it is.  Increased readership means, among other things, an increased potential donor base–support to keep us alive here.

There are other ways to help.  Several time travel fans have over the years provided DVD copies of movies, either from their own libraries or purchased and sent directly to me, all of which have been analyzed.  I now also have the ability (thanks to a gifted piece of not-quite-obsolete discarded technology) to watch YouTu.be and Netflix videos on my old (not widescreen) television, and with some difficulty to watch other internet videos on borrowed Chromecast equipment (not as satisfactory–can’t pause or rewind without leaving the room to access the desktop).  Links to (safe and legal) copies of theatrically-released time travel movies make it possible to cover them now, for as long as the money keeps me online.  (Yes, even “free” videos cost money to see.)  One reader very kindly gave me a Fandango gift card to see Terminator Genisys in the theatre, which was a great help and enabled me to do the quick temporal survey published here, although I had to obtain a copy of the DVD to do the full analysis web page (it is nigh impossible to take notes in a darkened movie theatre, and very difficult to get all the vital details from an audio recording).

You can also ask questions.  I don’t check e-mail very often (seriously, people started using it like an instant messaging system, I have cut back to every three to six weeks) but I do check it and will continue to do so as long as the hosting service and internet access can be maintained; I interact through Facebook and (to a much lesser degree) the other social media sites mentioned, and often take a question from elsewhere to address here.  That gives me material in which you, the readers, are interested.  I do write about things which interest me, but I do so in the hope that they also interest you, and if I know which ones do that helps more.

So here’s to the future, whatever it may bring, and to the hope that you will help it bring more to M. J. Young Net and the mark Joseph “young” web log.

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#53: Character Battles

This is mark Joseph “young” blog entry #53, on the subject of Character Battles.

This is about the creation of my book Verse Three, Chapter One:  The First Multiverser Novel, now being posted to the web site in serialized form.  This “behind the writings” look definitely contains spoilers, so you might want to read the referenced chapters before reading this look at them.  That link will take you to the table of contents for the book; links below (the section headings) will take you to the specific individual chapters, and there are (or will soon be) links on those pages to bring you back hopefully to the same point here.  There were also numerous similar previous mark Joseph “young” web log posts:

  1. #18:  A Novel Comic Milestone (which provided this kind of insight into the first six chapters),
  2. #20:  Becoming Novel (covering chapters seven through twelve),
  3. #22:  Getting Into Characters (for chapters thirteen through eighteen),
  4. #25:  Novel Changes (chapters 19 through 24),
  5. #27:  Novel Continuation (chapters 25 through 30),
  6. #30:  Novel Directions (chapters 31 through 36),
  7. #33:  Novel Struggles (chapters 37 through 42),
  8. #35:  Quiet on the Novel Front (chapters 43 through 48), and
  9. #37:  Character Diversity (chapters 49 through 56),
  10. #39:  Character Futures (chapters 57 through 60),
  11. #43:  Novel Worlds (chapters 61 through 66),
  12. #47:  Character Routines (chapters 67 through 72), and
  13. #50:  Stories Progress (chapters 73 through 78).

This picks up from there.  All three of our characters are involved in some kind of fight in these chapters.

img0053Phila

There is some essential background to the book as a whole in that first post, which I will not repeat here.


Chapter 79, Slade 26

I have never been a sports enthusiast, but I was forced to play a bit in high school and knew something of the various games.  Football is a particularly good example here, as each player has to do his job but probably does not know what the other players are doing—only that if they all do the little part they need to do, the guy who does understand the whole plan will see to it that they achieve the desired result.  My job might be only to push this incoming lineman to the left, but the result should be that our receiver goes through the hole that helps create and we advance the ball a few yards.

I would feel bad about stealing matter transmission, except I don’t know who created the idea.  They had it in Blake’s 7, and mine is most like theirs, but I saw it in Star Trek before that, and it was on Doctor Who at least as early as the Tom Baker years.

In my explanations of what happens when someone “verses out” I noticed that it was very like what theoretically happens in matter transmission:  the molecular structure of the body is disassembled, moved, and reassembled.  Thus for Slade his first transmat would feel similar to his last verse-out.  He’d never been fully conscious for that, but fortunately I’d already moved him to that semi-conscious state for his arrival here, so it was something that would feel familiar.


Chapter 80, Hastings 28

The idea of blessing water as it filled the tank of a pumper truck was mine.  We used it when we went after the Presemium, a high-brow theater that was the third of the three major vampire strongholds in Ed’s version of Chicago—it had underground caverns, and I wanted them flooded with holy water.  Since at this point I knew Lauren was not going to stay in this world long enough to do all that I had done, I decided to use the pumper truck, and several other bits we used at the Presemium, at the Pit.  (I also did a psionic transmutation, changing the water in the fire sprinkler system to alcohol, but I did not include that in the books.)

The camp food was modeled on Gumper’s Four-man Meal Packs, a staple of long-trek hikes and canoe trips.

I think I inserted this short chapter to give the feeling of delay, of the passage of time before the attack on the Pit, hoping that the reader would feel some anticipation from it.


Chapter 81, Kondor 27

I may have seen something like the ram catcher in a game source book somewhere, but I can’t recall to credit it.  I might have invented it and used it here initially, and then seen something like it elsewhere.

The fact that arrows are not terribly effective against skeletons is a Dungeons & Dragons™ trope, but it makes sense to me.

Eventually, when I designed this world for game play, I had to work out how the wizard did his magic; at this point, he only needed to be able to do it, particularly since Kondor, a disbeliever, would not be interested in how Sowan thought he did it.


Chapter 82, Slade 27

Two things are happening in this chapter, really.  One is that I am trying to give the impression of critical sections of the ship—a liquid or gas cooling system, a computer mainframe, and something like rods to control the reaction in a nuclear reactor—without actually saying what anything really did and so limiting the future technology or causing Slade to appear to know more than he did.

The other is that I’m trying to turn a routine raid into an action story.  The alarm sounding and the appearance of the technician are part of that effort, creating problems that have to be overcome.

The expression about there being no good plan Bs is something of a family enigma.  I’m sure I heard it from my brother Roy, who is equally sure he got it from me.  I joke that since I included it in my novel, I’ll be credited for it, but I suspect there’s someone out there who came up with it first who hasn’t gotten credit for it.

I wanted one-man life pods so that it would make sense for Slade to be alone.  They’re not exactly sensible, but you do see them on some science fiction movies.


Chapter 83, Hastings 29

I had staying power—Ed complained about how difficult it was to get my character out of a world, and he never actually succeeded in getting me out of this one.  Lauren is reflecting that to some degree, winning and surviving against the odds.  She is the only one of the characters at this point still in the original world—although in fairness, Slade stayed in his first world for a couple decades, and Kondor for perhaps a dozen years, and it’s really only been a few months for Lauren.  Still, I was going to have to move her out of this world, and I knew that this event was my best shot—if I did not do it now, I was going to have to expand into a lot of much more difficult adventures (my work eventually involved a paranatural predator, a ghost, an Egyptian curse, and a wizard, all of which were crazy open-ended stories).  So I knew going into this that somehow Lauren was going to come to the end during this fight.

This chapter is laced with Lauren’s scripture verses.  I wanted to establish them, and convey the texts to the reader.

The dimming is of course the wizardry of Horta, battling against her.  We’ve got a contest of skills and power here.

The baptism quote is one of my favorite “people get this wrong all the time” verses, which is why Lauren explains it.

The wizard whom Bethany replaces brought a Barbie doll—he seemed to be fixated on the things—and when he cast his spell it walked into the fray stabbing people in the ankles with something like a hat pin.  He complained that it was supposed to grow to be forty feet tall or something.  I wasn’t doing dolls with Bethany, and thought that military toys were a better choice.

The soldier was not an unreasonable possibility, given the priest’s connections with the hunters, but the real reason for having him here was to give Lauren the bullets that Joe was going to need in the last adventure.  I did not yet know what that was, exactly, but it was taking shape and I knew that he was going to be short on ammo and needing more.

I still did not realize that Lauren would be fighting Horta in the past, or that there would be a more powerful vampire, Tubrok.  Still, this confrontation was going to be adequate for the climax of this world.


Chapter 84, Kondor 28

C. S. Lewis somewhere spoke of the “materialist magician”, the person who tapped supernatural powers but believed they were entirely natural abilities of his own.  Kondor has something of that perspective of the wizard—who is not such a person, who actually is knowingly tapping supernatural energies.  However, he is correct that there is a difference between having mental abilities beyond those of everyone else that give you unexpected powers and using magic—he just fails to recognize that the latter is also possible.

Joe tells the dying man he’s going to be all right, and maybe he thinks so, if he can get back in time to help him; but there is something to the need for medical personnel to encourage positive thinking in patients, who are more likely to recover if they believe they will, and so it may be that this is just something Joe has learned as part of “bedside manner”.

Joe is faced with another evidence that what he thinks is happening is incorrect, as the dying soldier dies and comes back to life as a zombie to attack him.  First he has to deal with the problem; then he has to explain it to himself in a way that fits his view of the universe.


Interest in these “behind the writings” continues, so I’m still thinking they’re worth producing.  Feedback is always welcome, of course.  Your Patreon support is also needed to maintain this.

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#44: The Feeling of Victory

This is mark Joseph “young” blog entry #44, on the subject of The Feeling of Victory.

Moments ago I finished a game of computer pinball, and it was such an exciting finish–on the final ball I finished the extra point task list, crossed the two million mark, and lost the ball, all within a second, and I couldn’t help going, yes.

Don’t get me wrong.  Two million is a paltry score, even by my standards. I have to break six or seven million just to get on my own leader board, and I think that my record score is up somewhere above fourteen.  This wasn’t a particularly well-played game overall.  It was just–

Screenshot of 3D Pinball Space Cadet (c)Microsoft

It illustrates something that every game designer and every role playing game referee needs to grasp.  It is something inherent in Multiverser, something that I tried to capture in the novels.  Some call it the “payoff”.  It’s the feeling, perhaps the “rush”, you get when you do something special.

Note that you don’t have to win.  You don’t even have to break even.  You don’t have to have reached some pre-defined goal.  At no point did I think that I wanted to reach two million–on throwaway games of pinball, I figure I did fine if I passed the million mark, and I’d done that.  Nor did I give much thought to whether I was going to “complete the mission” by hitting all the intended targets.  It was this juxtaposition, the unexpected success on both of those in-game milestones at the moment of defeat.

After all, let’s face it, you never “win” pinball.  It’s not like Solitaire, where sometimes you win and sometimes you lose and if you know enough you can improve your odds.  With pinball, you keep playing, and you keep winning, until suddenly you lose.  You can count it a win if your particularly high losing score is high enough to put you on the leader board.  Yet this unwinnable game has an appeal of its own, an appeal that comes from the small victories along the way, and particularly from the unexpected ones, the ones that come in under the wire, the ones that surprise.  It’s fine for me to lose, as long as at some point I felt like I won–even if it’s the same moment.

It’s fine to run or design a game in which people lose.  In Multiverser, player characters get killed all the time.  Ron Edwards once wrote that the game had some of the best answers to the problem of character death, because we use it to advance the plot into the next adventure.  You lost the round; get ready for the next round, because you get to keep playing, you’re just on a different board.  The game you lost isn’t lost if you won something along the way, and the sting of defeat is considerably mitigated by the thrill of a victory gained at that same moment.  People love their victories, but they also love their glorious defeats.  Icarus may have crashed and burned, but for a moment there, he was flying.

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#40: Multiverser Cover Value

This is mark Joseph “young” blog entry #40, on the subject of Multiverser Cover Value.

In a thread on Facebook on a completely different issue (an article I encountered on an effective non-lethal weapon) posters made some comments about the complexity of the Multiverser game system.  I don’t happen to think it that complex, really (to create an Original Advanced Dungeons & Dragons™ character without limiting in advance what the player might want to be, the referee needs to have access to twelve of the thirteen hard-cover volumes), but they did tackle two of the more complicated areas:  the spell system and the way to calculate cover value for armor.  I promised to provide answers, and since I no longer have the Gaming Outpost forum for such things, the answers are going to land here.  We previously addressed the issue of Multiverser magic; this entry will deal with the cover value problem.

Combat image from Multiverser: The Game: Referee's Rules, by Jim Denaxas, (c)E. R. Jones & M. Joseph Young

This part of it was raised by one of the most experienced Multiverser referees out there, my own son Kyler:

While you’re talking about complicated math in multiverser, I’m surprised no one has brought up Cover. That was one of the first things I changed when I was trying to streamline the system.

The math for Cover can get ridiculously complicated when you’re wearing layers of armor. “Add this, divide that. Take into account material density.” I abandoned it in favor of a system that focused more on where you were hit and ascribed a damage value to each piece of armor.

I’m not saying that the Multiverser system’s way of dealing with it is bad. I’m just saying that it’s needlessly complex, basically no matter what we’re trying to do.

Ouch.

Well, in my defense, the rule book does say that calculating cover is a complicated bit of math–but at the same time, that you don’t have to do it generally, as once for any piece of armor is sufficient.  Reading some of the other comments on the thread, I’ll note that if for Multiverser purposes you’ve calculated the “cover value” of five different pieces of armor, and you wear them all, your cover value is simply the sum of all the pieces you’re wearing, even if they cover the same body parts.  So the math is only difficult when a particular piece of armor is created or acquired, and after that the only question is whether you’re wearing the same pieces or left something off.

So, what is the complication?

How well armor protects is based on two factors, one of which is also based on two factors.  The one factor is how much of the body the armor covers.  It is kind of the joke that people wear bullet proof vests but are easily killed by a shot to the head.  That’s why combat and riot gear includes helmets.  The system would be complicated indeed if we required the referee to work out how much protection was afforded to each part of the body, but we allow a sort of fiction here–if you’re wearing a bullet proof vest, you are that much harder to hit, and the “cover value” takes into account that blows against your torso are less likely to penetrate, even though your head is still vulnerable.  In theory, someone can aim for an unprotected head, but they’d take a size penalty on the shot.

The second factor is how difficult it is to penetrate.  We know from history that iron armor protects better than bronze armor, because iron weapons are more likely to penetrate bronze armor but not iron armor.  It thus follows that a suit of white dwarf alloy (if such a thing could be obtained and worn) would protect better than a suit of aluminum.  We cover this factor with a density number–nothing too scientific, just the application of a game concept of “density” extended to cover materials that have not yet been created.  We also allow the issue of thickness, when it comes to armor–if you make your armor twice as thick, it’s more difficult to penetrate–but that particular factor is usually ignored because thicker armor of that sort is overly restrictive:  armor that is twice as heavy is only twenty-five percent more protective.

So the system really comes down to these two factors:

  1. How much of your body is covered by the armor?
  2. How hard is it to penetrate the material covering it?

It’s not usually difficult.  For example, let’s suppose someone gets a full suit of jointed full plate armor.  The book suggests that such a suit covers ninety-five percent of the body–there are some slots for vision and air in the front of the visor, and a few small gaps where the metal comes together most of which open and close as the body moves.  It would be made of a relatively hard metal, but that could be a softer one like bronze or a harder one like steel.  Thus there’s a range of densities for hard metals, from 2@6 to 4@8.  From there it’s simple to convert the values to “decimalized” numbers and multiply.  If we’re looking at 95% coverage at 2@6 density, that comes to 26 x 0.95=24.7, which we round to 25, a 25 percentage point penalty on incoming attacks.  If we have heavier denser metal, say a 4@8, that’s 48 x 0.95=45.6, again rounded to 46.

It looks complicated probably probably for two reasons.  One is because of that table in the book that looks like this (you don’t have to read this table, it’s just here so you can see it):

From Multiverser: The Game: Referee's Rules, (c)E. R. Jones & M. Joseph Young

That makes it look complicated–add this, subtract that, put it all together to get a number–but ultimately, all it’s really saying is, figure out how completely the wearer is covered.  It tries to take into account things that should be considered–chain doesn’t really cover your entire body because it has little holes in it, and we’ve all read stories about the arrow or knife that went through the holes in the chain armor.  Ultimately, though, all the referee really needs to do is decide what percentage of the body is covered–or conversely not covered–to get his basic “percent covered”.  That’s all that that table is for.

The second complication arises, though, when players attempt to “game the system”.  They’ll usually try to make armor thicker to get more protection out of it–and sure, a phone book is harder to penetrate than a manila envelope, so thickness does matter.  It does not matter if the design uses layers–that is, if you’re wearing a chain shirt under solid breast and backplates, you get the full value of both.  It’s only complicated if you make the material thicker, such as making the breastplate half an inch thick instead of a (standard) quarter inch.  That requires a bit of math–but the thickness of the armor is not going to change, and wearing multiple layers of armor is simple addition, so you only have to do the complicated bit once.

After all, how many times does someone get a new suit of armor?  A few minutes to work out how effective it is should not be that much of a problem.

The game also has rules for ablative armor–armor which protects by absorbing damage–but these rules in essence say that unless the ablative armor is also stated to provide cover value, it does not provide cover value and so isn’t part of this calculation at all.  There can also be complications if someone is hiding behind a wall and someone else is destroying the wall, but that’s an attack on cover or structures, not at all about armor, so it’s not part of the usual “cover value” issue.

Or did I miss something?

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#1: Probabilities and Solitaire

This is mark Joseph “young” blog entry #0001, on the subject of Probabilities and Solitaire.

solitaire

I expect that this blog is going to tackle a lot of issues–I am already working on another on marriage and another on copyright and another on why I left TheExaminer–and judging from past response I will get a lot more hate mail than thank you notes (although I appreciate both). However, I thought it best to begin with something light and inconsequential, something that has been nagging at me periodically for a long time that more than anything else shows how foolish we “superintelligent” people can be, as we get mentally stuck on little things that bother us.

I had been thinking about part of this article for a number of years, and kept saying it would be a silly waste of time. Then probably a year or more ago I was watching the TV series Scorpion. As one episode opens, math savant Sylvester has been charged with entertaining Paige until the rest of the team returns from somewhere, and he hands her a deck of cards, recommends she play Solitaire for a while, and then–this was the part that bothered me–tells her the odds of winning. The more I think about it, the more I think he can’t know that.

I have played Solitaire since before high school, and I won’t argue as to whether he did the math right; my argument is that there are too many variables, things he cannot know. Never mind that Hoyle has an entire chapter on solitaire card games, even if we assume agreement that it is the standard seven-pile variant in which there are increasingly from one to seven cards in each pile with the top card faced, there are still too many variants. Even in the popular MicroSoft® computer version you can switch between advancing the pile three cards at a time (the traditional version) or each card individually, and with the latter your odds of winning rise significantly (because with the three-at-a-time rules there are often cards you cannot put in play that would move the game forward). Too, I was taught that with the three-card variant when you got to the end of the pile you went back to the top, but with the one card variant you got only one pass through the deck–which significantly lowers your odds. I have also known players who believe that after each pass they are permitted to shuffle the deck before beginning the next pass, or that if as they reach the end they have only one or two cards (not three) in the pile these go on top of the others so that what was the first card becomes the second or third (both rules making it much easier to free cards from the deck). Before you can calculate the odds, you have to know the rules.

So maybe Sylvester was thinking of “standard” rules–three cards at a time, repeated passes, no rollover or shuffle–and maybe on that basis you might calculate the odds. However, there is still the matter of strategy, and some people enforce rules that interfere with strategy.

I know about this because when I played Solitaire for years as a youth (what, you thought I was a popular kid always out with friends?) I played with real playing cards. Whenever I lost, I faced all the cards to see why I lost–I learned that you could be stopped if a card on top of a pile was sitting on the card you had to have to move it, and exactly what that meant, and how sometimes to avoid it. I think it a shame that the computer version does not let you do this, look at cards in the piles when you lose. It was a significant part of my education in game probabilities. In the game, you can make choices, and the way you choose impacts your ability to win.

What you have to understand is that winning Solitaire is achieved by freeing all the trapped cards. As the game begins, twenty-one cards are trapped on the board–six under the right-hand pile, five to its left, down to one in the second pile from the left end. In order to free these cards you must legally move the cards above them. There are also cards trapped in the deck from which cards are drawn. In traditional rules games the hardest of these to reach is the top card, as you must move both the second and the third to reach it; note that you can reach the fourth card in any of several ways, as it can be reached by moving the sixth and fifth, or by removing the third and waiting for the second pass, or by removing the third and second then on the second pass removing what was the original fifth and is now the third. Because of this, cards in the deck are the easier ones to free, and progressively more so the further down the deck they are. (There are initially twenty-four cards in the deck, and on the first pass eight will be accessible if none are removed.)

So how do you improve your odds of winning?

The first rule is do not make a move simply because you can; make a move because it improves your position. There are people who play that if they can move they must move, but if for example the three of hearts is sitting in the left pile (atop nothing) and the four of spades is on the right pile (atop six cards), there is no advantage to moving the three of hearts to the four of spades, and in fact it can cost you the game. It might be that the only way to move that four of spades is to play it to the spade pile atop the three of spades, and putting the three of hearts on it will prevent that. It might be that the three of diamonds will appear in a position in which it must be moved. Assuming the rule does not say that you must make any move you can make, the only reason to move a card that leaves an open space is that you have a king to place in that space immediately. As long as the three of diamonds does not appear, you can move the three of hearts when it becomes useful; if the three of diamonds appears and must be moved, you will be glad you did not move the three of hearts.

Second, always target moves that release the maximum number of cards. At the beginning of the game, there are six cards blocked by the card on top of the right-hand pile. That is at that moment the most important card to move. Once it has been moved, there are five still blocked–the same as the pile adjacent to it on the left–and so they become the most important cards to move. Throughout the game this changes, and when you have a choice of moves you want to be aware of what move will free the largest number of cards. It is almost always the case that moving the top card from the piles is a better move than moving one from the deck, by this measure. The computer version is your friend in this regard, because at the top of each pile the edges of the cards below appear, permitting you to count how many are still in each pile. Absent that, you probably have to remember.

As to the deck, keep track of how many cards remain in it. If the number is evenly divisible by three, you are going to see the same cards on the next pass. This is the most difficult bit strategically, as unless you have the kind of memory that allows you to keep track of the order of all the cards in the deck (and I do not) you are not going to know what moves are still possible from the remaining cards in the deck. However, on the first pass through the deck you need either to remove a number of cards from the deck, preferably nearer the top, that is not divisible by three, or you are going to have to change the board sufficiently that cards near the top are going to come into play in the next pass. Sometimes you will pass on a possible move because it will worsen your situation rather than improving it. It is better to play a card that will shift the deck on the next pass than to play a card that will restore it to the same sequence.

As an example, with the situation previously suggested, the three of hearts on the left pile atop nothing and the four of spades to the right atop six cards, you might well turn up the three of diamonds in the deck. At this point you have to decide whether or not to play the three of diamonds on the four of spades, and there are several competing issues in answering that. If the three of diamonds is the first faced card, that is, the third card in the deck, or if you have not yet played a card out of the deck on this pass, there is a strong argument not to play it–it will be in exactly the same place on the next pass, and you can see what other moves are possible before making that decision (e.g., if the king of hearts appears as the next card, and you need to move the queen of spades off the fifth pile and so moving the three of hearts is the better choice). This applies, too, if the three of diamonds is the last card in the deck, because it will be there on the next pass. On the other hand, if moving the three of diamonds out of the deck will give you new cards on the next pass, you want to do that, as it frees up cards in the deck. Note that deferring the decision to the next pass in the first instance has merit, because you might play two more cards from the deck in the next turn or two, and had you played the three of diamonds that would mean you played three cards from the deck and will see mostly or all the same cards on the next pass.

Another factor in the probabilities is that there are more ways to move a low card than a high one. If you are trying to decide whether to open a space for a king by moving the three of hearts or the eight of diamonds, it is probably better to put the three of hearts on the black four because once the ace-two of hearts are played it will be possible to remove the three. If you put the eight of diamonds on the nine of clubs, it is going to sit there until you get seven other cards played to the ace pile, or you have the unlikely opportunity to move it to the nine of spades (which again is something some players do not allow: splitting a pile to move part of it).

It is also advisable that you not let your ace piles become too disparate. If your diamonds pile gets up around seven or eight and you still don’t have your black aces, it is going to be much harder to find places for all those black cards that have no ace piles and no diamonds on which to be played. This is again a balancing issue: it is more important to get the cards in the piles into play than to worry about the disparity on the ace piles, but that ace pile disparity can prevent you from doing so if it goes wrong. You can (in most games, again some have a rule against this) play cards back from the ace piles to the main piles, but only if there are places for them, and that, too, can be blocked.

One last note: kings are ultimately the easiest cards to move after aces. (It is never a bad move to start an ace pile, unless moving the ace will lock your draw deck.) A queen can be moved to one of three places–the two black kings and the proper suit ace pile. A king can go to the ace pile and to any of the seven board piles once they are open. That makes moving kings a lower priority than moving any other card, and the other cards should be moved first if you have both moves available, unless it is clear that the king is blocking a significant number of other cards and the other move is not.

Hopefully this is enough to get you thinking about what moves in Solitaire will improve your position and what ones will reduce your chance of winning. Before I drop the subject completely, I will mention a strategy rule I got from a Contract Bridge expert: if you can only be prevented from winning if the cards fall one way, you must play as if that is how they fall; if you can only win if the cards fall one way, you must play as if that is how they fall. Note, then, that understanding the odds of how the cards might fall will help you win more games than solitaire, and will even carry to other games of chance such as dice games.

I hope this nonsense was at least entertaining; and perhaps it was educational as well. It also probably won’t be too controversial, but if anyone has comments you know how to find me.
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