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Tuesday, January 5, 2010

[RPG] Gear of the Ancients-

I am beginning to run low on standard hard-tech examples of Ancient technology without simply enhancing stuff we have in our present toolbox, while still preserving them in a 'useful to Player Characters' context.
--Unless I receive requests for specific types of gear, this is likely to be among the last of the HardTech doohickeys I'll present.

That said, here is the super-radio:

Gear of the Ancients-


KSkermAm ('Artifice - Radio - Portable')
* Type: High-power VLF Pulsed Laser-Phasic Radio Communications System
* Range: Line of Sight and over Horizon
* Power Requirement: 01 Unit per transmission to maximum range, less at shorter distances
* Weight: 4-6 Lbs.
* Frequency: M

:: Due to its Very Low Frequency waves and its pulsed nature, the carrier wave is capable of excellent transmission (wave propagation) over bodies of sea, brackish, and fresh water, while drier earth and dense jungles reduce the range to roughly 8.1 miles (at which point the curvature of Urutsk prevents LoS). However in such unfavourable terrain, other factors, such as the extensive and pervasive ionisation of the atmosphere can begin to degrade propagation as early as 4-6 miles.
:: While near instantaneous, there is a discernible delay at extreme ranges, such as from sea to sea transmissions which travel beyond the horizon. The data is compressed, with a multithread factor of 10, and on military models can utilise a ternary/trinary-qubit rough-equivalent of 16,384-bit encryption. Storage memory on most common models exceeds 100 Terabytes.

Monday, January 4, 2010

[Gaming] Praise of a Blank Planet v. Fear of Failure?-

The guys in the OSR are still feeling their way through the issue of legitimacy regarding 'Each Hexism' versus 'Grand Visionism', which still baffles me to a great deal.

Having thought it wiser a few times to not publish remarks to various blog posts on this subject, I have instead mulled it over and have this incomplete thought to offer for derision or consideration:

Urutsk started out as a single city, Kryssan, but by the end of that first discussion (not session, as the system hadn't even been created, let alone an existing game system chosen) with my players, everything else began to follow as links in a chain, until, very shortly thereafter, I had a nation, culture, and internal politics. This 'big picture thinking' was, and still is, one of the things I am most noted for in gaming, fiction, and analysis.

I am not entirely certain why the OS seems afraid to embrace the middle-path between philosophically-engineered settings and the pride of retaining ignorance about what is in the rest of the one hex on the map.
--Isn't it 'game how you like'? Why expound dogmatic philosophies; selectively cite the 'Elders'; and then reward likemindedness while deriding holistic vision as part of the dreaded Third Wave Railroading / 'Frustrared Writer' syndrome, when nothing about it is that absolute or soluble to a repeatable process, let alone a design philosophy (supposedly 'the FORGE'-istic in nature)?

I think (as in, the jury of my mind is still in deliberation, and this is not a dogmatic opinion from which I cannot be dissuaded) complete worlds make many folks fearful that they'll 'play it wrongly', and it is that rather than the case of their taking some sort of moral highground that randomised exploration of each hex is the superior path to gaming enjoyment.
--As such, it may be difficult for (mostly) men to admit that sort of fear/sour grapes, and instead meet in agreement of the clan's chosen method and proceed in happy perpetuation of the 'tradition', so as to reassure that theirs is the One True Way (even though some make a real effort to make clear that their words, however unintentionally weighty, are not imperial edicts, but rather merely their own opinions, based upon their careful investigations and interpretations of the source materials).

While I would be glad to host such a debate here, I offer [a] Middle Path, namely, knowing what one wants the world-setting to be like in general, while still employing the 'Hexploration' methods to detail one's individual conception of an established and well-documented setting.
--I, too, believe in the 'Oracular power of dice', but also believe that preparation makes for more effective and safer undertakings.

Just a few Monday-midday thoughts. Nothing absolute, dogmatic, nor intentionally inflammatory.

Thoughts?

Saturday, January 2, 2010

[Playtest Campaign] 1st of December, 2010-

Ymyk used the mechanical bow taken from the Xarj' corpse that Tybylt had fetched after his hideous near-petrification event last session. Although his physical strength isn't high, Ymyk has the equivalent to the GW mutation 'Heightened Strength', which adds a flat +3d6 to all melee damage he does. I have also allowed him, at times, to simply add 3d6 to his various prowess-related rolls to simulate the idea of his great strength. Anywho, this bow adds an additional 3d6, an the javelin-like projectiles do 1d10 each, for a whopping 6d6+1d10 (07 | 26.5 | 46) points of damage. This proved instrumental in the upcoming fight with these things.

Tybylt decided to investigate a malign-looking metal torch the party had picked up earlier in the weird complex (in a vast jungle, under lavender skies) and discovered that its operation required the immersion of the crown in blood. With handy fallen baddies nearby, and after a bit of jumping up and down on the cadavers, said blood was procured and the item (after the undisclosed command word was uttered) spouted a blood-red flame in which the writhing souls of the deceased could bee seen. This fell arcane light was shed to 30' and looked like rivulets of blood in water, and proved effective in countering the effects of The Void in which the citadel was located (behind the mean/nasty door that had led Tyb to the petrification trap he only narrowly escaped).
--Armed with this, the group left their +/- Lightning followers behind, and moved on to retrieve Tybylt's two fey daughters. Coming to one of the many portculli in the citadel's wall, they looked through and saw Khark and Kaukara humans dressed in very little clothing going about their business. I made it clear that this was a caste society, and that many of the porters showed signs of early and frequent flogging; their backs carven with scourge scars.

The party, stealthy as ever, lasso the lever and let themselves in, at which point, one said slave backs away without drawing attention to anyone else, namely the four-armed 12-15'-tall critters. Sadly, that didn't last, as one of the creatures spotted them and moved forward to investigate/hold the choke-point. I rolled for CiCi's behaviour and she lobbed an alchemical firebomb at it and scored a direct hit, but the spatter caught a noble-woman's gossamer 'dress' alight and surprise was utterly lost.
--Although there were four of these creatures, and each had 4 attacks per Round, I was not rolling well, and the party was, and the four were quickly neutralised.
---Horns were sounded throughout the citadel.

Spellcasters cast at the party and Mela was bedazzled by the pretty blue lightning bugs she saw, and was out of commission for three or so Rounds. During all of the fighting, Ashta had pressed on, always looking for a fight, while everyone else was still controlling the gateway of the portcullis, being badasses.
--A glittering whirlwind of chert and gypsum shards would have made short work of Tybylt, but we rolled off to see if his Shield spell was effective, and his player won that Round. His action was to grab the female caster's imp or whatever (that was the one actually casting the spell) and fling it away, upon which time Ymyk shot and slew it.

A shield wall of heavy infantry blocked off the street they were nearest and poked poisoned spears through the wall for added effect.
--A Round or two later, a 'rhino-rider' smashed through the shield wall and used his flaming segmented sword to attack the force-field enshrouded Darius, who took about 30 points, but transmitted about twelve electrical back along the weapon and ticked the rider off. More importantly, Tybylt cast Sleep on the steed and it took a nap, but the rider was able to jump off without getting pinned under it. He didn't last too long: First a Bleeding (Condition Three) leg wound, then enough wallop to KO him.

The party again asked for the two fae-girls, and a few minutes later, down the two streets that hug the citadel's walls, came two litters preceded by scribes and virgins carrying bowls of lit incense, and made their way to the area in which the party had entered, and stayed (hoping to demonstrate that they were not invaders, but merely interested in collecting what was theirs).
--Each street procession was attended by a temple representative carried upon a litter. On the right was a bald man with a bright red chevron painted upon each side of his head and wearing a necklace of large gilded wooden links. He was accompanied by an Undead man thickly covered in aromatic resin. This individual (clearly a reasoning being) acted as the priest's representative and addressed Tybylt, asking him to accompany them back to the temple for a feast. At roughly the same time, down the left street came a reddish-brown haired woman wearing a solid (green) jade torc. She was represented by a perfectly symmetrical and flawlessly beautiful nude woman. Tybylt was forced to attempt a Control (Spells) Critical Test (due to her unearthly beauty and the lust it provoked) and just succeeded.
---The Undead and this Symmetrical Woman both spoke via some sort of translating magic, and both spoke of their patron's respective temple (The Devouring Worm, and The Golden Goddess), and I made certain to demonstrate that their source language was significantly different than anything they'd ever heard before, with only Ymyk understanding one word in ten of untranslated speech. Tybylt, much to the Horse-archer's protests, accepted the invitation to the feast, and was encouraged to hear that the girls were still intact and could be traded for, and slaves were offered but instantly refused, with brief mention that they had battled slavers. This was translated back to the priest of the Devouring Worm by a scribe who had not been addressed by the priest. After receiving the impertinent informant's info., the priest smacked the other's head sending him to the ground, whereupon he was speared by at least three guards in the procession.

Following the priest's procession (they would have been carried upon shoulders, but all refused, and those kicked away by Ymyk were also slain by the guards for failing to please the 'demons' --as the PCs were addressed). The central plaza contained a cubic temple decorated with electric blue and electrum-inlain murals of the dragon-headed Devouring Worm, replete with images of wailing corpses and undead falling from his maw and clawed hands as he writhed in and out of the ground of the surrounding jungle countryside. The Golden Goddess' temple was a tall, stylised phallus atop an irregular-faced dais.

The party entered the temple of the Devouring Worm where they were asked to kindly extinguish their blood torch. Tybylt asked for blood to re-ignite it, and a temple virgin girl was slain on the spot and her blood collected in a golden bowl. The players were dismayed, and my SO, Tybylt's player's sister, made a comment about morality as did Ymyk's player, to which Tyb's replied that having already died once and his spirit being used to power a Dryvv Shadowdrive craft, there wasn't much worse he thought could happen in an afterlife. I laughed knowingly and we proceeded. The party saw that the priestess of the Golden Goddess and her retinue entered from an underground passage on the side nearest their temple.
--Within the rather large structure were hundreds of face-painted adherents, dragon-masked warriors, undead, and other monsters, including upright reptilian warriors, some of whom sported maces at their tail tips (this starting to sound familiar yet?). These reptilian warriors demonstrated feats of strength by fighting amongst themselves in mock combat with their wickedly curved and serrated longswords, and then fought 7-8' tall powerfully-built humans in dragon-motif armour > wink < who invariably lost the fight and were torn, limb-from-limb as the party either sat or stood at the banquet table (only Mela partook of the fare and found it richly flavoured: for example, long-grain and wild rice with blanched almonds and currants, mixed with cinnamon and slivers of mango-like fruit). Eventually the two fae-girls were brought out, and Ahni (the eldest of the three girls) Jaunted to the stage and attempted to save her favourite of the two (Vania), but was prevented from doing so by one of the lesser Worm priests.
---Ymyk took that cue to shoot the man, but suffered half of the damage as both he and his target saw that the 'arrow' occupied both places simultaneously before disappearing in a flash. This, however, was enough to disrupt the psychie/spell, at which point Ahni Jaunted back with Vania and urged their father to ingest the Shadow Travel potion he had received directly from Lord Shadow. The chief priest then cast a mass Hold spell, and only Mela saved, but had to burn through two DP to be able to act and re-ignite the torch by lifting the bowl of blood to the item and encanting the command word. Rather than leaving one of his daughters behind, Tybylt used his new combination of Levitation and his Shadow mysteries to pick up the cage in which the third (we've forgotten her name) was held. There was a moment where all looked lost, but as the priestess of the GG and her retinue departed, one dispelled the priest's Hold spell and the party dipped by falling into Tybylt's shadow. There were shots fired and a few characters took hits, but not enough to '86 them. He left last and made certain they weren't being followed.

They emerged, not in Shadow, but back at the canal in the underground gypsum city of the Lightning Undead. They navigated the marketplace after purchasing a few grounding staves, and DiDi'd back to the still-cloaked Aelbaan craft (outlined nicely by the rain).
--We held it there. The secondary characters (and Ymyk) each received about 4500 Adventure Points, and the Primaries one half that much. A few were close to matriculating to the next higher Magnitude, but were still at least 1k or so away.

Thursday, December 31, 2009

[RPG] Armours of the Ancients: 02-

Armour of the Ancients-

KMerYulx ('Artifice - Standard Issue - Vest')
* Type: Battle Vest
* Class: Medium/+2/-
* Protection: 2d6x3 Torso (Abdomen [L5] and Chest [L6] only)
* Power: n/a
* Weight: 2 Lbs.
* Frequency: H

:: A bioglass/polycarbonate articulated shell, its main distinguishing factor is that of customisable/configurable integrated load-bearing 'webbing' (e.g., a place to put helicoils, combat blade, sidearm holster, hydration pack, etc.)
:: Cannot be worn over anything heavier than KMerM(A-Y)l (E-Sheath).


KMerAuhd ('Artifice - Standard Issue - Heavy Infantry')
* Type: Battlesuit
* Class: Heavy/+3/+4 v. Physical AoE CT (see)
* Protection: +3d6x3
* Power: 15/Hour + 45 Emergency
* Weight: 20 Lbs.
* Frequency: R

:: A metalloid-foam-enhanced bioglass/polycarbonate battlesuit capable of 10 weeks of sealed operation (submarine or vacuum) without maintenance or re-supply thanks to several mycelial and lichen cultures operating throughout the structure of the armour. These cultures not only process wastes (gaseous, liquid, and solid) but produce food and breathable air for the occupant, although air quality does begin to degrade toward the end of the tenth week, and the derived food leaves much to be desired by most palates' standards. Like the KMerSmou, myomer and mycelial systems produce electrochemical power available for internal systems as well as external gear demands.
:: In addition to the above features, suits of this sort have mounts for mission-specific ancillary systems, such as automated targeting acquisition units, EVA manoeuvring jets, or the far more frequent jumpjet packs. The wearer's functional strength is also increased by 20% (i.e., the wearer's Body score is increased by roughly +2).
:: These battlesuits were the pinnacle of 'hard-tech' personal military gear for over a century, although refinements and variants are found throughout that period, as well as ethnocentric design specifics that easily distinguish one example from another. Specifically, units of this sort found throughout Yaeshan almost invariably evoke mythic warrior and monstrous qualities, while those of polar climatic origin tend toward baroque elegance, incorporating Black Metal-suffused Auric ('Dark Gold') details.


KSvardXudem ('Artifice - Specialist - Armoured Power Frame')
* Type: Armoured Power Frame
* Class: Vehicular/+2/+2 v. Physical AoE CT (+)
* Protection: +4d6x5
* Power: 100/Hour (x5 if stationary)
* Speed: 30-35 MPH (290'/Round)
* Weight: 1500 Lbs.
* Frequency: Z

:: This is a vaguely humanoid vehicle with squat, heavy, near-pyramidal legs which, while articulable, are motivated primarily by knobby treads. Its arms are based upon hydro-pneumatic actuators enhanced with bundles of myomer fibres within laminated metalloid casing. The torso is the control servo and accommodates the operator in a seated position with the limbs operating the arm and leg actuators in real-time. These units are generally 'open-air' with clear polycarbonate screens, as the fumes of both fuels are toxic in high concentrations.
:: Powered by five dual-stage engines (the fifth articulates the torso servo) operating simultaneously off a form of Vetiver-like biodiesel, and vehicle-grade Polymethylhexanol pellets injected by a regulator system tied into the parallel exertion-ramp controllers of the actuators. This system determines whether the biodiesel vapour combustion will provide enough power to the actuators, or if the injection of a PMH pellet is necessary for additional stroke compression. The arm strength (each) is in excess of 1,000 Lbs. making melee strikes roughly x10 damage.
:: When found as an artefact in the field, it will be unpowered (both the biodiesel and PMH will have degenerated into respective sludges). However, restored units may be found in the possession of political entities ranging from metropolitan militias to national armies. Biodiesel will then be the primary fuel, with any intact PMH reserves kept for only the most important unit-operator ranks (generally elite heavy infantry, or mechanised cavalry). The Power value listed may be used to operate other devices/systems, such as search lights, radios, and weapons.

Tuesday, December 29, 2009

[RPG] Armours of the Ancients: 01-

Armour of the Ancients-

'Class': The first value (Light, Medium, Heavy) is to determine proficiency. The second value is the bonus to Defence (for DAC users, simply apply this as a minus from 8 or 10, or whatever your rules set uses as the base, although GMs may wish to multiply the value by 2). The last value is a modifier to Critical Tests (Saving Throws) of an Area of Effect nature, including fireballs, dragons breath, etc.


KMerMoul ('Artifice - Standard Issue - Field Suit')
* Type: Camouflaged, Insulated, Water-proof Jumpsuit and retractable hood
* Class: -/+0/+1 v. Physical AoE CT
* Protection: see
* Power: n/a
* Weight: 1 Lb.
* Frequency: B

:: Just as stated, this is the most ubiquitous piece of military protective gear precisely because it offers so little additional benefit, beyond its insulated water-proof capability.
:: With the hood pulled over the head, the wearer not only receives the +1 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by 1d6 points.


KMerM(A-Y)l ('Artifice - Standard Issue - Environmental Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Light/+1/+3 v. Physical AoE CT
* Protection: 2d6
* Power: n/a
* Weight: 2 Lb.
* Frequency: K

:: This type of protective gear was commonly referred to as 'E-Sheath', and once developed, became the standard under-armour and un-armoured covert operations suit for decades.
:: It is an extension of the previous Moul-type suit, but of a much more sophisticated weave and material which clings to the wearer's skin via an chemo-electrostatic field generated by the occupant. This degree of form-fitting insulation is further augmented by an inner layer of mycelial (fungal) cells that process the wearer's waste products and provide remarkable protection given its light weight.
:: With the hood pulled over the head, the wearer not only receives the +3 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by +1d6 (a total of 3d6) points.


KMerSmou ('Artifice - Standard Issue - Scout Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Medium/+2/+3 v. Physical AoE CT
* Protection: 2d6x2
* Power: 10/Hour
* Weight: 5 Lb.
* Frequency: L

:: Composed of a thin (.67") bioglass-polycarbonate laminate, this chitin-inspired suit type offers significant protection at minimal weight. More impressive, however, is its faculty to convert a fraction of the wearer's movement and store it in a special myomer layer as electro-chemical energy, off of which its internal processes (air and water filtration and circulation [including stored air-supply], temperature regulation [+/- 30*F], integral sensors and Heads Up Display [HUD], camouflage circuitry, and data/gear/weapons port power) operate.
:: Archaeological evidence suggests that this style of suit was used almost exclusively by the Ancients who dwelt upon the Marnharnnan continent, as caches and battlefield finds are most ubiquitous there, with very little in the way of variation over decades if not centuries, although identical suits have been found on virtually all other landmasses in the same configurations, especially in the dense Lhoman jungle expanse (in great numbers, along with specific makes of KMH and KMSV weapons). Similar suit types are apparent in other regions, but none exhibit all of the above listed features, and many were tailored to meet specific environmental applications (cold weather and low pressure atmosphere, amphibian mode, urban, etc.).
:: This suit is worn over the E-Sheath, and is factored in with its protection. Without the E-Sheath, the v. AoE effect is reduced by 2.

Monday, December 28, 2009

[Milieu][RPG] Rarity of Magic/k Response to SHARK-

SHARK, my reply exceeded the charactr limit of the comments section, so I have posted it here.

Let me begin by thanking you for continuing this dialogue. :)

The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)

Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).

Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.

Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.

If I have not addressed your questions, please let me know, and I will attempt to do so.

Best, :)

Sunday, December 27, 2009

Sci-Fi/Fantasy Media I have Watched Recently-

Although I am perhaps unusually sensitive to Freemasonic iconography and thinly veiled plotlines, I am nevertheless a great fan of the Stargate Atlantis series that ran 5 seasons.
--I was fortunate enough to receive Season 5 on DVD for Hanukkah/Christmas, and caught a few epis I had missed watching them on TV.
---Yes, the final epi was, um, not good, I still feel it was an excellently produced series filled with good writing, appealing characters (notably many strong female characters, most of all typified by Torri Higginson's Dr. Elizabeth Weir), and a wonderful ensemble. Many of the epis were real tear-jerkers, esp. 'The Shrine'.

Having caught a few of seasons 1 and 2 of(ST:)Enterprise, I thought little good of it. However, although another thinly-veiled spin (this time on the September 11th, 2001 events), season 3's Xindi / Expanse episodes began to catch my interest. I am working my way through seasons 3 and 4 as we speak.
--I find Archer to be one of the least appealing of all ST captains, but the rest of the cast of characters at least don't make me sigh.

SyFy's condensed version of the first season of The Legend of the Seeker was enough to make me interested in watching the second (ongoing) season.
--Let me be perfectly clear: This is not much more than brain candy for me, and NO, I have not, nor do I intend on reading Goodkind's tortuously-long(winded) book series. The spin in this series is just beyond my ability to rationally discuss without a huge treatise on what is so wrong with media-fed brainwashing regarding religion (in general), but, it does have pretty women and landscapes to look at, and at 10 pm that's about all I care to invest in.
---I'll continue my frankness: I really dig the Mord'Sith, and thought that the episode in which Cara's backsory was revealed (while predictable and sappy) was a higher standard than most TV pabulum.

The new old Star Trek.
--A resounding, No.

James (I generally loathe his message) Cameron's AVATAR.
:: Having suffered through The Dragonsfoot's typically [nothing nice to say here] thread on this film, after having seen it yesterday, I am not certain whether my liking the film in almost every possible way will lose me Subscribers, but, there you have it: I was delighted by the film. I will go further, saying that I think it is the single most beautiful moving media I have ever seen. Period.
--Please keep in mind my work in High Risk Armed Security, and my general loathing of Cameron's worldview: I encourage anyone who likes Sword and Planet fiction even a smidgen to set aside their Left/Right, Panentheist/Monotheist/Atheist (etc.) biases and go see this film.
---Is the plot small, yes. Is it predictable: 90%. Is it revisionist wish-fulfilment: yes. Is it the most gorgeously executed CGI work yet: yes. Do I love freakin' large cat-like critters: Roger that big time.

So, judge me harshly if you will, that's my take on the stuff I have been watching recently.