Shijuro's n book challenge for 2011

Charlas75 Books Challenge for 2011

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Shijuro's n book challenge for 2011

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1Shijuro
Editado: Jul 27, 2012, 8:16 am

I only got through 30 books in 2010, but I'll try to get further this year.
I try to add a recommendation to each book for a game that allows you to play out an aspect of the book.

I'd really like to finish War and Peace.

NOTE: Didn't get a lot of reading time in 2011.

I only managed about 15 books and 65.7% of War and Peace. I didn't get to update this list, but I'm trying to enter them now (July 2012).

As yet unentered books read in 2011:
http://www.librarything.com/catalog.php?offset=0&view=Shijuro&collection...

2alcottacre
Ene 2, 2011, 6:08 am

Glad you are joining us again, Bill!

3drneutron
Ene 2, 2011, 4:25 pm

Welcome back!

4Whisper1
Feb 2, 2011, 9:04 pm

Hi There

I'm compiling a list of birthdays of our group members. If you haven't done so already, would you mind stopping by this thread and posting yours.

Thanks.

http://www.librarything.com/topic/105833

5Shijuro
Ene 25, 2012, 1:41 am

Book #1 - A Clash of Kings - The sequel to Game of Thrones is as good as the first.

This book builds on all the background we got in the first book and runs with it. Several contenders vie for king of the realm and the combat and intrigue run rampant. We get more time with Arya, and Daenerys grows into a force to be reckoned with, but the star for me was Tyrion Lannister.

I finished this book just before the HBO series began, and loved the portrayal of Tyrion from the beginning. They're doing an excellent job of bringing a complex story to TV and I can't wait for Clash of Kings to air. I'll probably wait until it does before I read the third book in the series, as finishing the second book just before the first aired took a bit away from just enjoying the series for what it was.

Gaming the book:

This book was primarily about combat in the world of Westeros, and Battles of Westeros uses the accessible and popular Battlelore game to cover the fighting and intrigue in the books. It's an elegant system, with cards to reflect the leaders you have present, and your hand dictates what actions you have available on the battlefield each turn.

6Shijuro
Ene 25, 2012, 1:42 am

Book #2 - Serenity Float Out - Stories about "Serenity"'s quirky pilot.

Several of Wash's friends trade stories of his life before he signed aboard the Firefly-class spaceship "Serenity".

This graphic novel written by comedian Patton Oswalt does a fair job of filling in some backstory on this popular character.

Gaming the book:

I'd have to recommend the Serenity Role Playing Game for anyone wanting to capture the feel of any of the Firefly episodes, comics or the "Serenity" film.

7Shijuro
Ene 25, 2012, 1:46 am

Book #3 - Code Complete - A textbook of general strategies and techniques for computer programmers.

This would be invaluable to anyone starting out in the field. I found myself nodding throughout as I recognized situations I've encountered. For someone already working in the field for years, the book is less vital but a good reinforcement nonetheless.

Gaming the book:

Well, this was a textbook. But if you'd like to actually fight toe-to-toe with programming techniques (I'm serious), I'd recommend Core War, where players pit small (or not so small) programs in a simple language called Redcode against each other. The code runs in a contained area and all addresses are relative and wrap around, so each instruction only references some distance in either direction from itself.

If a program tries to execute an illegal instruction it is eliminated, but there are other ways to win besides "last man standing". For example, instead of throwing illegal instructions around memory, a program could put branches to itself and "enslave" an enemy program that hits one of them.

The routines can sit tight and copy illegal instructions around memory, or they can copy themselves from one spot to another (which is necessary if the address space is larger than the "reach" of each instruction). Optional instructions allow one to split execution between multiple paths but with only the same amount of CPU divided between them (e.g., one path running defensive instructions while the other path seeks out the opponent code). Programs can be simple-minded brutes, smashing through memory, or sophisticated hunter-killer routines. They can be completely out for offense, completely defensive or a mixture of both.

The simplest Core War program is one line long, and creeps through memory trying to subvert any routines it hits. The most sophisticated Core Warrior I wrote was several pages of code, containing defensive routines that would attempt to apply shielding to the main body, some pickets placed in front of it that would be watched to see if an attacker was getting close, and a routine to hop through memory trying to land on an opponent.

WARNING: This is seriously geeky, and if you've read this far your street cred has already halved.

8Shijuro
Ene 25, 2012, 1:47 am

Book #4 - Spirit of the Century RPG - Roleplaying game for "pulp" action stories.

Spirit of the Century allows players to experience adventures in the vein of Doc Savage,
The Rocketeer, Buckaroo Banzai, etc. It uses the "" system, which minimizes the prep time required and allows everyone to quickly get into the action.

Everything (characters, settings, plots) have "aspects" and players and the referee can use them to affect the story, and there's a clever little economy that tracks how often this can happen. For example, an alley may have the aspect "dark", and a character that wants to hide there can invoke the dark aspect to get a better chance of succeeding, but they often must pay a token to do this. If they run out of tokens, they can't invoke aspects in that fashion.

However, because the characters have aspects, the referee or other players may invoke one of theirs like "Curiosity" to complicate their situation, and will offer them a token to accept the consquences. This makes it preferable for characters to have some flaws or weaknesses, making for more interesting stories.

I was quite excited as I read the first half of this, seeing it as a system that could allow me to introduce some roleplaying games to my kids, niece, and nephews. Unfortunately, the second half of the book is filled with what seem overly game statistics and abilities, and I'm afraid there's still be quite a bit of pausing to look things up. Still, I've heard how quick this game is to run, so I'm hoping to play it once with an experienced referee before I try running a game of my own.

Gaming the book:

Well, this actually is a a game, but if you prefer board games to roleplaying games, Fortune and Glory captures the pulp adventures and serials pretty well.

Players are adventurers trying to recover valuable (and sometimes powerful) lost artifacts, racing against Nazis, mobsters and each other.

While adventuring, cards are drawn with varied challenges (barroom brawl, deep-sea diving, mountain caves, etc.) to overcome. Players roll based on their skills, trying to overcome these dangers to reach the artifacts. If things go poorly, they flip the card to reveal a cliffhanger (someone draws a gun, a giant octopus attacks, the cave collapses, etc.) -- a very dangerous situation -- and their turn ends! They have to wait until their following turn until they can attempt to overcome the cliffhanger. Meanwhile, one of the non-player characters (Nazis or Mob) or another player may attempt to beat them to the treasure.

The game can be played competitively (as above) or cooperatively/solitaire (all players united against the Nazis or Mob) with selectable levels of difficulty. The game pieces are beautiful and numerous, and the gameboard (a map of the world) is lovely.

This really captures the feel of Indiana Jones or Tomb Raider, and is one of our favorite games.

9Shijuro
Ene 25, 2012, 1:48 am

Book #5 - Fool Moon (The Dresden Files, Book 2) - Better than the first

The second book in the Dresden series. I was introduced to Dresden via the TV series and one of the episodes that I remember was based upon this book. I had been wondering if seeing the TV series would spoil part of the fun of the books, and was happy to see that it doesn't. While they took some of the elements from the book, the restrictions of a 1 hour TV show required a simplified, more straightforward plot, so I ended up guessing through the book as several new factions and twists occurred.

I've heard that the series gets better as it goes along, and so far it's true.

Gaming the book:

The Dresden Files Roleplaying Game is specifically designed to allow you to play through plotlines from the TV show and books, and contains plenty of information on tailoring the settings to your own city. We've had fun simply designing a secret parallel history of Atlantic City featuring actual historic events and characters.

10Shijuro
Ene 25, 2012, 2:06 am

Book #6 - Bethump'd with Words...Book Edition - A trivia game centered around the English language.

This is a series of trivia questions about English, with questions about word origins, meanings, and interesting back stories on the various ways new words enter the language.

This may not interest everyone, but with the right audience this is a fascinating read/game that leaves you feeling a little brighter than when you started.

Gaming the book:

Well, there happen to be several board games written by the same people on the same subject. Again, with the right group of bibliophiles this can be interesting, addictive and a lot of fun.

11Shijuro
Editado: Ene 25, 2012, 6:44 am

Book #7 - Ghostbusters: The Other Side - An illustrated adventure

This is a graphic novel carrying on from the films. The banter is here and not bad, and the storyline is much more interesting than, say, the plot of the second Ghostbusters film. The ending is satisfying.

Gaming the book:

Well, if you want to roleplay running your very own Ghostbusters franchise you're spoiled for choice: First there was Ghostbusters, a "Frightfully Cheerful Roleplaying Game". Around the time of the second film they tweaked the system a little, put on a cover that looked like it went with the second movie (a ghost with two fingers up) and called it Ghostbusters International.

Then there's a more recent non-licensed game about franchises of paranormal troubleshooters called Inspectres (which I'm learning now).

For a videogame, check out 2009's Ghostbusters: The Video Game (all platforms), featuring the voices of all the cast members and a storyline written by Dan Ackroyd and Harold Ramis -- the closest thing to a third movie we've gotten (although an actual third movie may finally be in the works now - rumored to center around the next generation of Ghostbusters).

12drneutron
Ene 25, 2012, 1:29 pm

By the way, Dan Aykroyd's grandfather was a Spiritualist who held seances and such in his home and supported a medium. Dan's family history heavily influenced Ghostbusters. His father Peter Aykroyd wrote A History of Ghosts: The True Story of Seances, Mediums, Ghosts, and Ghostbusters to discuss the family and how they linked into the overall history of Spiritualism. It was a decent book!

13Shijuro
Jul 16, 2012, 5:44 am

Book #8 - Guns of Seneca 6 - Western-themed science fiction

This was recommended to me, as a fan of Firefly and Serenity. This wasn't bad, but I didn't see a lot of similarity to Firefly. The dialog certainly wasn't Whedonesque and there was a little too much emphasis on torture and cannibalism in places for my taste. The author may not be completely comfortable yet in either western or science fiction genres (I think this was his first foray into both), which means that the promised next volume may flow better.

The story itself was interesting and I'd like to read "volume 2" when it comes out.

Gaming the book:
The now-defunct Serenity Role Playing game is set in a science fiction universe featuring many colonies that resemble the old west with various mash-ups of other cultures. For example, laser pistols exist but are too expensive for most so they rely on slug-throwers (revolvers).

Although the license to produce new material for this game expired, the existing volumes are available (for now) physically and as PDFs.

14Shijuro
Jul 16, 2012, 5:54 am

Book #9 - Suck it, Wonder Woman! - painfully honest autobiography

This was a bit of a surprise. I expected light fluff, this gorgeous woman became a minor TV star and has moved on into films. Instead, this is an account of a geekish girl gamer who managed to make good. Her looks seem to have come along late enough that she doesn't seem to have much of an ego and has remained very real and a bit bemused by her success. After reading this, I think she deserves whatever success she gets.

Gaming the book:
This is an autobiography, I can't really think of a game that reflects it.

15Shijuro
Jul 16, 2012, 6:17 am

Book #10 - A Fire Upon the Deep - Excellent, original aliens!

I loved this book on several layers.
1. It was an excellent story, a fascinating premise followed through to a satisfactory solution.
2. It features several characters that you really care about, even if you don't necessarily identify with them. I want to read more about them: prequels, sequels,... anything.
3. It features something pretty rare in science fiction: a truly alien race that is believable, physically different than humans in several important ways and how that affects their development, culture, reproduction, education,... everything. It unfolds so well in the book that I'm loathe to give anything away.

This is the best science fiction story that I've read in over 10 years.

Gaming the book:
A really good gamemaster could construct something like this in Traveller, especially the latest incarnation of the game, with updated rules for the creation of aliens.