Tuesday, 30 November 2010

Pontiac GTO ressurected to battle imports

2011 Mazda2I like cheap cars, and I cannot lie. Not that I mind testing $70,000 luxo-sedans or $98,000 sports cars, but reviewing entry-level, bottom-of-the-line cars is my true passion. Let's face it: Anyone can build a nice car to sell for fifty grand, but providing good value for $15,000 or less -- especially considering all the safety equipment now mandated by the Fed -- well, that's no easy feat.

The 2011 version of my cheapest cars list once again highlights the 20 least expensive cars in the US market, telling you which ones are best buys and which ones are best left on the dealer's lot. Compared to last year's list, there are two new additions: The $13,995 Ford Fiesta takes the #8 spot and the $14,795 Mazda2 premieres at #11, knocking the Toyota Corolla and the Scion xB off the bottom of the list. Another last-minute addition is the all-new 2011 Hyundai Elantra. After seeing the car at the Los Angeles Auto Show, I expected it to be priced right off the list, but surprise, surprise! The new Elantra is only $685 more than last year's model, and so it stays on, down just one spot to #12.

At this point, the list is a work in progress; Smart has yet to announce exact pricing for the mildly-redesigned 2011 ForTwo, and the same goes for the Honda Fit. Scion is also holding out on its new iQ minicar, but it's sure to wind up on the list. Chrysler has announced pricing for the Fiat 500 -- $15,500 -- and assuming the destination fee is the same as other Chrysler models ($750), it'll be taking up residence on Page Two once it goes on sale.

I'm starting to ramble (see, I told you I love cheap cars!), so if you want to get the skinny, check out the list: Cheapest cars of 2011. -- Aaron Gold

Photo ? Mazda

2011 Toyota VenzaGreetings from Arizona! We decided to get a jump on the Thanksgiving holiday traffic by heading out to my folks a little early. I see every road trip as a potential for experimentation, and this time I decided to try a four-cylinder SUV. Read more...

Top Gear logoSunday, Sunday, Sunday! Tonight at 10 pm (9 pm central, and goodness knows when in Arizona) on the History Channel, Top Gear USA will finally hit the airwaves (or, I suppose, the cable-waves). I've been waiting a long, long time for this -- and I don't just mean the last few months of making the show. I mean, like, years.

I'm really happy with the way the show came out, and I'm not just saying that as a staffer -- I'm saying that as a true Top Gear fanatic. Amazing cars, fantastic cinematography, lots of idiocy, and plenty of tire-smoking antics courtesy of Tanner. Episode One is pretty darn good, and the show will get even better in the coming weeks. Check it out tonight and be sure to let me know what you think. -- Aaron Gold

Nissan Murano CrossCabrioletThe Los Angeles Auto Show is now open to the public. So how is this year's show? It's good...but a bit quiet.

One thing that was missing was the pessimistic attitude that hung over -- well, pretty much every major auto show for the last couple of years. Still, the show is a little short on flourish but pretty solid on substance. Rather than hold a press conference for the nifty little Urban Luxury Concept, for example, Cadillac simply put the car on display with little fanfare. World premieres were few and far between, though they did include some notable cars such as the Nissan Quest and Mazda5 minivans, as well as the Porsche Cayman R and Nissan's whimsical (and production-ready) Murano SUV convertible.

Not that everything was quiet. Ford probably has the best booth of the show -- not only are they showing the all-new 2012 Focus, but they have a slot-car track modeled after the Laguna Seca raceway (complete with elevation changes!) and will be doing real-live dynamometer runs with a real-live Mustang Boss 302.

By far, my favorite vehicle at the show was the Jaguar C-X75 concept. Not only is it breathtakingly beautiful, but it's got the niftiest powertrain I've ever seen. It's a range-extended EV, with a plug-in battery pack that powers four electric motors (one for each wheel) for up to 67 miles. When the battery runs out -- or when extra power is needed for high speed -- the C-X75 has on-board generators driven by a pair of miniature jet engines. No, I am not making this up. Sadly, Jaguar will not be doing any demonstration runs of the car -- I'm sure the car's exhaust temperature (680 degrees F) wouldn't sit well with the fire marshal...

Anyway, you can check out all the new and notable cars in my Los Angeles Auto Show photo gallery. If you're thinking about visiting, my LA Show Visitor's Guide will tell you when to go and how to get there. Special thanks to Dwane Ferry for helping out with the photos. -- Aaron Gold

Photo ? Aaron Gold


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Monday, 29 November 2010

Ford Focus production home from Mexico sublimedvds.com

2011 Mazda2I like cheap cars, and I cannot lie. Not that I mind testing $70,000 luxo-sedans or $98,000 sports cars, but reviewing entry-level, bottom-of-the-line cars is my true passion. Let's face it: Anyone can build a nice car to sell for fifty grand, but providing good value for $15,000 or less -- especially considering all the safety equipment now mandated by the Fed -- well, that's no easy feat.
The 2011 version of my cheapest cars list once again highlights the 20 least expensive cars in the US market, telling you which ones are best buys and which ones are best left on the dealer's lot. Compared to last year's list, there are two new additions: The $13,995 Ford Fiesta takes the #8 spot and the $14,795 Mazda2 premieres at #11, knocking the Toyota Corolla and the Scion xB off the bottom of the list. Another last-minute addition is the all-new 2011 Hyundai Elantra. After seeing the car at the Los Angeles Auto Show, I expected it to be priced right off the list, but surprise, surprise! The new Elantra is only $685 more than last year's model, and so it stays on, down just one spot to #12.
At this point, the list is a work in progress; Smart has yet to announce exact pricing for the mildly-redesigned 2011 ForTwo, and the same goes for the Honda Fit. Scion is also holding out on its new iQ minicar, but it's sure to wind up on the list. Chrysler has announced pricing for the Fiat 500 -- $15,500 -- and assuming the destination fee is the same as other Chrysler models ($750), it'll be taking up residence on Page Two once it goes on sale.
I'm starting to ramble (see, I told you I love cheap cars!), so if you want to get the skinny, check out the list: Cheapest cars of 2011. -- Aaron Gold
Photo ? Mazda
2011 Toyota VenzaGreetings from Arizona! We decided to get a jump on the Thanksgiving holiday traffic by heading out to my folks a little early. I see every road trip as a potential for experimentation, and this time I decided to try a four-cylinder SUV. Read more...
Top Gear logoSunday, Sunday, Sunday! Tonight at 10 pm (9 pm central, and goodness knows when in Arizona) on the History Channel, Top Gear USA will finally hit the airwaves (or, I suppose, the cable-waves). I've been waiting a long, long time for this -- and I don't just mean the last few months of making the show. I mean, like, years.
I'm really happy with the way the show came out, and I'm not just saying that as a staffer -- I'm saying that as a true Top Gear fanatic. Amazing cars, fantastic cinematography, lots of idiocy, and plenty of tire-smoking antics courtesy of Tanner. Episode One is pretty darn good, and the show will get even better in the coming weeks. Check it out tonight and be sure to let me know what you think. -- Aaron Gold
Nissan Murano CrossCabrioletThe Los Angeles Auto Show is now open to the public. So how is this year's show? It's good...but a bit quiet.
One thing that was missing was the pessimistic attitude that hung over -- well, pretty much every major auto show for the last couple of years. Still, the show is a little short on flourish but pretty solid on substance. Rather than hold a press conference for the nifty little Urban Luxury Concept, for example, Cadillac simply put the car on display with little fanfare. World premieres were few and far between, though they did include some notable cars such as the Nissan Quest and Mazda5 minivans, as well as the Porsche Cayman R and Nissan's whimsical (and production-ready) Murano SUV convertible.
Not that everything was quiet. Ford probably has the best booth of the show -- not only are they showing the all-new 2012 Focus, but they have a slot-car track modeled after the Laguna Seca raceway (complete with elevation changes!) and will be doing real-live dynamometer runs with a real-live Mustang Boss 302.
By far, my favorite vehicle at the show was the Jaguar C-X75 concept. Not only is it breathtakingly beautiful, but it's got the niftiest powertrain I've ever seen. It's a range-extended EV, with a plug-in battery pack that powers four electric motors (one for each wheel) for up to 67 miles. When the battery runs out -- or when extra power is needed for high speed -- the C-X75 has on-board generators driven by a pair of miniature jet engines. No, I am not making this up. Sadly, Jaguar will not be doing any demonstration runs of the car -- I'm sure the car's exhaust temperature (680 degrees F) wouldn't sit well with the fire marshal...
Anyway, you can check out all the new and notable cars in my Los Angeles Auto Show photo gallery. If you're thinking about visiting, my LA Show Visitor's Guide will tell you when to go and how to get there. Special thanks to Dwane Ferry for helping out with the photos. -- Aaron Gold
Photo ? Aaron Gold
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EV Batteries Will Have Lives Beyond the Road sublimedvds.com


One thing we learned from our experiment with electric vehicles earlier this decade is batteries last far longer than we think they will. Many of the RAV4 EVs that Toyota built between 1997 and 2003 have racked up more than 100,000 miles with no significant degradation in range or performance.
That bodes well for the coming wave of electric vehicles, and it’s safe to assume lithium-ion batteries will keep cars we’ll see next month like the Nissan Leaf and Chevrolet Volt rolling for a long time to come. But at some point those cars or the batteries in them will hit the end of the road. Then what?
This is not a trivial question. GM plans to build 10,000 Volts next year, while Nissan could have the capacity to build 500,000 EVs annually by 2015. Electrics will penetrate the market slowly, but even conservative estimates say they will comprise about 2.6 percent of the 70.9 million cars sold worldwide in 2020.
That’s a lot of batteries. Even if General Motors and others are correct in saying the batteries will last at least as long as the cars using them, vehicles have a typical service life of 10 to 12 years. That means we’ll see used batteries stacking up in about 20 years.
Automakers already are planning for that — and planning to make money from it.
Energy storage is a growing industry, and automakers see a demand for used packs, which could help make the grid more efficient. Nissan expects demand in Japan to be so great by 2020 that it would need 50,000 EV batteries to meet it. Automakers are confident they’ll find buyers because the lithium-ion packs used in electric vehicles are expected to retain around 70 percent of their storage capacity after 10 years. Although that may not be enough for a commuter who needs maximum range, it’s fine for stationary applications like backup power in a hospital or load-leveling at a substation.
“We expect to see an entirely new industry arise to use these batteries,” said Paul Gustavsson, vice president for business development at Volvo. The company expects to sell its first electric cars in 2013. “Every hospital has a huge battery backup in the basement. So do power plants, military installations, some skyscrapers. There’s some fascinating business opportunities there that are just now being discovered.”
General Motors is working with ABB Group to identify those opportunities. Nissan has a partnership with Sumitomo to “reuse, resell, refabricate and recycle” electric vehicle batteries. Both have outlined several possible uses for old batteries:
Renewable energy storage: Power generated by wind farms or solar panels could be stored until needed.Back-up power supplies: Businesses with a critical need for electricity — hospitals, server farms and even homes — could use banks of batteries during outages or emergencies.Grid load management: Utilities can store energy generated during off-peak periods to help meet demand during peak periods.“Time of use management,” also known as peak shaving: Industrial customers could store energy during off-peak periods, when rates are lower, and use it during high-demand periods to save money. A 24 kilowatt-hour battery being installed in a Nissan Leaf. Photo: Nissan
“We are meeting with utilities, with wind- and solar-farm owners, to look at their requirements for energy storage and how our Leaf batteries would fit in with that,” said Ken Srebnik, senior manager of corporate planning for Nissan North America. “It’s not as simple as removing the batteries from the car and reusing them. It will require some re-manufacturing and re-engineering. But we’re going to do that.”
Not so fast, said Mark Duvall of the Electric Power Research Institute, an industry R&D think tank. He isn’t convinced the secondary market is as vast as automakers might think. He sees two potential issues: The cost of re-purposing EV batteries for industrial applications and the reliability of the resulting packs.
“We need to know the true cost of the system configured for stationary applications, it’s reliability and durability,” he said. “This isn’t an industry that uses unproven technology. They’re really going to have to prove that it works. Several utilities are interested in this, and they’re trying to understand it, but we’re still a long way from mass adoption.”
Duvall sees slightly different uses for batteries:
Premise energy storage: Batteries could be used by homes and businesses to store energy from rooftop solar cells, or for peak-shaving.Distributed energy storage: Batteries could be used at transformers to manage loads at peak periods.High-power, short-duration storage: Battery banks could store energy to provide additional supply — a “buffer” — as the load increases during peak periods. They also could store energy from renewable sources to even out supply when, for example, cloud cover briefly blocks a solar array.
“Batteries are very good at helping regulate the grid,” Duvall said. “They can help make up for minute-to-minute shortfalls. But they really can’t be used to store a night’s worth of wind power.”
At this point, using batteries for large-scale storage isn’t feasible, Duvall said. That’s not to say there isn’t work being done in this area. Southern California Edison is launching a $54.9 million project to build and test a 32-megawatt-hour system that would store wind power at a substation in the Tehachapi Mountains. “That’s the outer limit of what we know right now about lithium-ion technology,” Duvall said.
Automakers plan to recycle those batteries that aren’t robust enough for stationary energy storage. Lithium-ion batteries are not toxic like lead-acid batteries, Duvall said. In fact, the 2- and 4 kilowatt-hour packs that Zero Motorcycles uses are rated for landfill disposal. Lithium-ion batteries contain many valuable materials, including copper, aluminum and, of course, lithium. Much of it can be recycled.
Tesla Motors says 60 percent, by weight, of the 950-pound pack in the Tesla Roadster can be recycled. Another 10 percent can be reused to make other packs. Nissan says 99 percent of the Leaf — the entire car, including the battery — can be recycled in Japan (but not America, because we do not yet have the ability to recycle that many different materials). At this point, recycling a lithium-ion battery costs the automakers money because of the labor involved.
But Nissan and others expect costs to fall as the number of batteries increases, making recycling more cost-effective. Ultimately, the automakers hope to use old batteries to make new batteries.
“A closed loop would be great, but there is more research that needs to be done for this to happen,” said Greg Cesiel, engineering group manager for global energy storage collaboration at General Motors. “We don’t have anything going into the landfill during the assembly of these batteries, and that’s what we hope happens with the batteries at the end of their life.”
And what is the lifespan of an EV battery? Time will tell, but you can bet it’s longer than we think. Many Toyota RAV4 EVs, which use nickel-metal hydride batteries, are still going strong. Both Nissan and General Motors are warrantying the packs in their cars for 8 years and 100,000 miles.
“When the first one crossed 100,000 miles, it was earth-shattering,” Duvall said. “No one ever expected that. One thing you can say about battery durability is it has typically outperformed our expectations. Our understanding of durability has lagged behind the cutting edge of the technology for many years now. I believe lithium-ion batteries can be designed to last the life of the car.”
We’re still a long way from seeing old batteries piling up. Still, that’s a contingency the industry must plan for. But it has time on its side.
“We don’t anticipate a high volume of these for at least a decade,” Cesiel said. “We won’t see these vehicles being retired in any numbers for at least 10 or 12 years.”
UPDATE: 12:45 p.m. Eastern: Due to a coding error, the bottom third of this story was not originally published. It appears here in its entirety.
Main photo: General Motors. Chevrolet Volt  batteries being assembled at the Brownstown Battery Pack Assembly Plant outside Detroit
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Sunday, 28 November 2010

Tell Us What You Really, Really Want to Drive sublimedvds.com


It’s your turn to tell us what cars you really, really want to drive.
Yesterday, we ran down 15 awesome automobiles we really, really want to drive. From the McLaren MP4/4 racer to the Oscar Mayer Weinermobile, it was an eclectic list to say the least. We knew we’d leave off your dream ride, but that’s OK, because now it’s your chance to tell us where we went wrong.
You know the drill. Use the Reddit widget below to tell us what car tops your wish list. Fantasizing about flying in a Ferrari F40? Would you sell your soul for some time in a Ford RS2000? Are you dying to drift a Trabant?
List your car, vote for your favorite, and we’ll run the top 15 next week. If your submission gets the most votes and you provide an e-mail address, we’ll send you a prize.
Photo: Ferrari
Tell us what car you really, really want to drive. Two wheels, three wheels, four or more — doesn’t matter. Race car, street car, clown car. Let us know.
While you can submit as many cars as you want, you can only submit one every 30 minutes. No HTML allowed.
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Saturday, 27 November 2010

London’s Iconic Bus Reboots for 21st-Century

The Routemaster bus, probably the best-known symbol of London in the world, is about to be resurrected.
The original hop-on-hop-off design, with its open rear deck, was perfect for car-choked streets: you could jump on when it was stopped and off again without waiting for a pre-determined stop. And because each bus had a driver and a conductor (to collect your fare), the Routemaster never had to wait while the driver fiddled with coins.
Being England, though, this amazingly practical bus was canned. Why?
Safety, and penny-pinching. Every Londoner has either fallen off the back of a bus, or seen it happen to some other poor soul, and this kind of self-responsibility isn’t permitted in the Nanny State. And two workers on board obviously costs more than one. The buses were also environmentally dirty, and there was no easy way for disabled people to get on and off.
But the Routemaster is back, and even better than ever. The new version, designed by Thomas Heatherwick for Wrightbus, combines the old 1958 design with modern buses. The open rear-deck is back, but it can be closed when needed (at night, for example, to keep the drunken gangs of baseball-capped, knife-wielding teenagers out).
The new bus has three doors: joining the single rear entrance are a front and a side door. There are also two staircases, solving a major congestion problem, and a source of missed stops on full buses. The center door is also accessible to wheelchairs. Best of all, it will have the both driver and conductor, although the more traditional indoor cab will mean the driver will no longer have to climb in the window like a monkey. A prototype will arrive next year, and the first new Routemasters will take to the roads on 2012.
Over in England, complaints are already being made, mostly focusing on the design, which comes on as something between the original Routemaster and the bridge of Kirk’s Enterprise. But with this new bus, in combination with London Mayor Boris Johnson’s drive to make the city bike-friendly, London’s traffic may no longer be the bad joke it has historically been.
Photos: TFL
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Alain Prost And A Dacia Duster On Ice www.sublimedvds.com


The Andros Trophy ice racing championship starts December 4 and legendary racer Alain Prost is returning for another winter behind the wheel of a modified Dacia Duster.
Prost, who retired from Formula One racing in 1993, is piloting a Romanian-built crossover for the second time having last won the trophy driving a Toyota Auris in 2008.
“My objective is to win the Trophée Andros with Dacia,” said Prost. “But whatever the result we achieve, I would like to obtain it with panache.” Panache, and a car that’s much improved over last year’s.
Like all cars competing the Trophy, Prost’s Dacia Duster Ice must look like a production vehicle while meeting strict regulations: a tubular chassis, four-wheel drive and four-wheel steering, a three liter 340hp V6, a six-speed gearbox and Continental Ice Racing Contact 3 tires. Also unlike the run-of-the-mill Duster, the Ice features a fiberglass body.
The new car’s V6 has been retuned for low-end torque, the four-wheel steering has been recalibrated and the suspension has also been updated. Prost said that in trial runs, the car handles much better than last year’s Duster Ice especially “when track conditions deteriorate and ruts begin to form.”
The Andros Trophy runs throughout the winter with a super-final near Paris on March 5, 2011. Always looking out for the fans, Prost said that he’d like to clinch a third title at the end of the final race, because “that would mean that the season has been very close and exciting.”
Photo: Dacia

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Friday, 26 November 2010

Ditch the Cord, Let the Road Charge Your EV

Entrepreneurs in New Zealand have developed a “power pad” capable of wirelessly charging an electric vehicle that’s parked on top of it. It could even charge cars on the go.
The folks at Halo IPT see the pads being installed in parking lots, garages and driveways to charge cars with cords. But they’ve got bigger things in mind. They’re betting the technology could be embedded in roads by 2020 to charge cars as they drive.
“Continuous induction charging, which we call dynamic in-motion charging, could be used to create ‘e-ways’ — motorways with dedicated charging lanes, set with charging pads spaced at regular intervals,” said Halo’s Helen Fitzhugh. “As the electric car drives over the pads, it picks up enough charge to ensure that the driver always leaves the e-way with more power than when he or she began the journey.”
Halo IPT’s power pads use inductive power transfer (IPT) to charge an EV. A “pickup pad” is magnetically coupled to an electrified coil in the power pad. When the two are “tuned,” power is wirelessly transferred between the charger and the EV. This isn’t news to anyone who uses a wireless charger to juice up their iPhone, but induction charging already is available outside of a Brookstone catalog.
“The technology is ready today,” said Fitzhugh. “In fact, induction charging is already used in manufacturing, car assembly and robotics to power machinery on the move, so the principle is nothing new. The difference is that we are taking the technology out of the factory and applying it to electric vehicles for the first time.”
Well, not the first time. We must point out that GM’s late, lamented EV1 had a paddle charger that didn’t need to “plug” into anywhere — but it did require a cord connected to the wall, and one certainly couldn’t drive around while charging. These pads are self-contained, can work from underneath asphalt, snow and ice, and are resistant to vandalism and weather extremes. Unlike plug-in chargers, the conductors are not exposed. In the event of a natural disaster, pads shut off if they are severely damaged.
According to Fitzhugh, Halo’s induction chargers would first be available in pilot trials for in-home use. Initially, the chargers would cost around $2,000, about what you’d pay for a conventional charger. Fitzhugh believes the cost could fall to $800 within four or five years. E-ways would come much later.
“While the technology to do this already exists, clearly the infrastructure to support it remains to be developed,” Fitzhugh said. Though she estimates that adding power pads along existing roadways would add less than 10 percent to the cost of a roadway, “we do not expect e-ways to become a reality before 2020.”
Fitzhugh said Halo is talking to automakers who are interested in the system and have already supplied chargers to OEMs, but she “cannot discuss specific details until contract details are announced.”
Video: Halo IPT
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High-Speed Rail Takes a Shellacking


President Obama wasn’t the only one who took a shellacking on Election Day. High speed rail took a beating as well. That may not necessarily be a bad thing for high-speed rail in the United States though.
John Kasich summed up the threat when he he declared one day after becoming governor-elect of the Buckeye State, “Passenger rail is not in Ohio’s future. That train is dead.” He was referring to the planned 3C line that would link Cleveland, Columbus and Cincinnati, Ohio’s three largest cities (combined population, roughly 6 million). The construction cost of $400 million was borne completely by the feds through stimulus funds, leaving Ohio responsible for about $17 million a year in operation and maintenance fees.
The train would have had a top speed of 79 mph and a projected average of 50 mph — not blindingly fast, but not bad considering the cost. The route would connect large urban areas with dense cores, good public transit and heavy traffic, making it an ideal testing ground for intercity rail and a great deal for the state. But the governor-elect’s opposition almost certainly means the end of the project for now.
The midterm elections saw the vitriol and hyperbole of arguments against high-speed rail and opposition to stimulus spending ramp up significantly. It has become a shortcut for polemics on both side of the ideological line.
For advocates, high-speed rail represents environmentalism, infrastructural overhaul, denser cities and public transit – nothing short of saving the world and re-energizing the national economy. For detractors, it represents wasteful spending, baseless social engineering and the erosion of individual liberties and their opposition is preventing fascism and poverty. The hyperbole is almost that bad on both sides.
Though not the most salient campaign issue in comparison to healthcare, high-speed rail became contentious in the areas it was most relevant.  In Wisconsin, like Ohio, the governor-elect made an issue of opposing the state’s line, which would have linked Madison and Milwaukee, with another line to Chicago. The project received more than $800 million in federal funding.
Transportation Secretary Ray LaHood says any rejected funds will be given to other states. California, where Governor-elect Jerry Brown supports the proposed high-speed line between San Diego and San Francisco, has requested that reallocated funds help defray the $45 billion (and climbing) cost of what is generally considered the nation’s most secure HSR project. In Florida, where Governor-elect Rick Scott has questioned the 220-mph Tampa-Orlando line, a consortium that includes Virgin Group is lining up behind the project. Much of the money for Florida’s project is coming from the federal government, which hopes to eventually extend the line to Miami and Jacksonville.
The races for national office generally ended badly for transportation advocates. Rep. James Oberstar, the 18-term Democrat from Minnesota and chairman of the House Committee on Transportation and Infrastructure, lost his bid for reelection. The chairmanship almost certainly will go to Rep. John Mica of Florida. Mica, like Oberstar, has been a strong advocate of high-speed rail, though he has promised to ‘reexamine’ Obama’s transportation spending.
This is not American high-speed rail’s best hour, but that may not be a bad thing. Fiscal pressure often weeds out lesser projects; rail is expensive and commercial viability is not guaranteed. If the people of Ohio and Wisconsin do not want to ride the rails, they will not have to. Florida’s rail is imperiled by the nature of the endpoints — sprawling cities without great transit. Mica has mentioned that money should be going to speed up the Northeast Corridor, a project that would cost in excess of $100 billion but links cities significantly more likely to see tangible benefits from increased speed.
We are sure to see an increasingly nasty argument over high-speed rail, particularly as pressure mounts to pass a new overarching transportation bill. Watch this space.
Photo of the Amtrak Acela in Odenton, Maryland: skabat169 / Flickr

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Thursday, 25 November 2010

Electric Nissan Leaf Gets Equivalent of 99 MPG


It’s official: The Nissan Leaf electric vehicle gets the equivalent of 99 mpg in combined city and highway driving.
The Environmental Protection Agency has approved the window sticker you’ll see (.jpg) when the Nissan Leaf rolls into showrooms next month, and it says in big bold letters, “99 MPG equivalent combined 106 city, 92 highway.”
How’d they arrive at those figures? According to Nissan, the calculation is based on the EPA’s formula of 33.7 kilowatt-hours being the equivalent of one gallon of gasoline. The Leaf’s 24 kilowatt-hour pack is good for a driving range of 73 miles. The window sticker says the car charges in seven hours at 240 volts.
Nissan has said the Leaf will deliver a range of 100 miles based on the LA4 driving cycle. Further muddying the waters, the Leaf also will feature a sticker from the Federal Trade Commission, which regulates advertising of alt-fuel vehicles, stating the car has a range of 96 to 110 miles, according to The New York Times.
The question of range is dependent upon several factors, including driving style and ambient temperature. Drive like Formula 1 champ Sebastian Vettel on a blistering hot day with the A/C cranked and you’ll get far less range than if you drive like grandma on a pleasant day. That’s why Nissan says drivers will experience “a range of ranges.”
“We’re trying to be very open so folks are making the right decision for them,” Mark Perry, Nissan’s director of EV and advanced technology strategy, told The Times. “We don’t want them to be surprised.”
The EPA says annual electricity costs for the Leaf will be $561.
Photo of the Leaf on the assembly line: Nissan
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Wednesday, 24 November 2010

Big Apple’s ‘Taxi of Tomorrow’ May Be Turkish

New York is saying goodbye to the venerable Ford Crown Victoria taxi and hello to the … Karsan?

Well, maybe the Karsan. Or a Nissan of some kind. Or maybe another Ford. Whatever the case, Mayor Michael Bloomberg has been pushing for a replacement for the Crown Vic, which is being phased out in favor of a more efficient and wheelchair-accessible hack. This being New York, the city wanted something iconic. Something cool. Something it can call the “Taxi of Tomorrow.”

So the Taxi and Limousine Commission launched a contest to get feedback from city residents and taxi manufacturers. The winner gets an exclusive contract to provide taxis for 10 years. A finalist will be picked early next year and hit the streets of Gotham by 2014.

“The yellow cab is one of the most iconic symbols of New York City,” Hizzoner said, according to Reuters. “Taxis have been an important part of our mass transit system and we are going to create a new taxi for our city that is safer, greener, and more comfortable than the ones we have today.”

Whatever vehicle gets the nod, it will be a minivan with loads of head room, big windows and lots of space.

Nissan’s proposed vehicle riffs on its NV200 van; it gets bonus points in our book because Nissan may develop an electric version. Ford has offered its Euro-cool Transit Connect van — which also is available with an extension cord — slathered in yellow paint.

But by far the most interesting submission comes from Turkey. We haven’t seen so intriguing a taxi since Arnold Schwarzenegger took a ride in Johnny Cab. The Karsan V1 looks like the smallest of the three candidates, but it’s got an interesting four-passenger configuration where one passenger faces the others. It’s also got a glass roof and a built-in wheelchair ramp.

“Each is promising, but none is perfect,” Bloomberg told The New York Times. “We are not obliged to go with anything if it does not meet our needs.”

Styling aside, versatility and durability will be key considerations in choosing the Taxi of Tomorrow. The new cabs will be added to the fleet as older models are retired. New York has more than 13,000 cabs, and the fleet is comprised of 16 models from nine manufacturers.

Regardless of what vehicle is named the Taxi of Tomorrow, the means of choosing it was groundbreaking — for a transportation project, anyway. By utilizing social media and other outreach methods, the Taxi of Tomorrow invited public participation in a way few transportation projects ever have.

Got an opinion? Voice it on the online Taxi of Tomorrow survey. You might even win free cab rides for a year.

Main photo: Edgar Zuniga Jr. / Flickr. All others: New York City Taxi and Limousine Commission

The Karsan V1.

Ford’s all-purpose Transit Connect commercial van, done up as a taxi.

Nissan’s entry, based on the NV200.

See Also:


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Tuesday, 23 November 2010

Vox: Synchronicity, Too

On June 24, 2009 in Columbus, OH, aethereal FORGE will present the official release of the Vox RPG. This is an admittedly small affair in the grander scheme of things, but for me it represents the culmination of nearly three years of effort. Whether or not you are ultimately interested in Vox itself, the process by which Vox was created is -- at least in my opinion -- an interesting one, and filled with interesting coincidences and synchronicities. I firmly believe that Vox has been published precisely when it was meant to be.

Vox is a role-playing game in which each player ultimately controls a character with a voice in his head, and one of the other players controls that voice. It uses a variant of the PDQ system, which means that characters -- and their voices -- are constructed from Prose Descriptive Qualities rather than cold numeric Attributes and lists of Skills. The game presumes that a modern-day conspiracy type setting is likely, but the system itself is setting-neutral, allowing for games set in the far future, ancient Rome, fantastic alternate dimensions, prison cells, or anything else a GM might dream up. There's also a detailed (and somewhat mindbending) metaplot involved, which I won't reveal here. What I will share with you now is the story about how Vox was created... which may, in the end, very well have something to do with that plot.

The story of Vox really begins in September of 2003, when I moved to San Francisco at long last. I had thought about moving into "The City" from "The Peninsula," for a few years, and this seemed as good a time as any to do so. After settling in, I soon found myself wanting to find a gaming group, so I visited Gamescape -- the city's only "real" game store -- in March of 2004 and picked a "Looking for Players" index card off the bulletin board, pretty much at random. Within a week, there were four of us, first playing D&D 3rd Edition and then dabbling with Mage. Over the next few weeks, as things settled down, the group gained a few new faces, and lost a few. Finally, in late May a guy named Nick joined up. This was fortuitious in two respects. First, we ultimately switched gaming over to his house (because he had a dining table we could use). Secondly, and more importantly, he began GMing a different game in the winter of 2004/05. That game was called Unknown Armies.

UA had several novel concepts that I immediately fell in love with. The two most important (besides the amazing setting) are the fact that characters are composed of loosely-defined skills that you can name in any way you want (e.g., "Running Like the Devil"), and the system of Madness and Stress Checks, by which a character slowly comes to grips with an altered reality, or else crumbles in its wake, in either case being forever changed.

My character in this campaign was Murray Glassner, a washed-up old actor who was a Personamancer, able to take on different identities. Murray also had managed to get his hands on a mystical postcard that contained the essence of a terrorist hijacker (whom Murray had helped subdue) who was trying to elevate himself to a sort of godhood. The hijacker was not pleased that Murray had stymied him, and he began talking to Murray (and listening to him) through the postcard, occasionally influencing his life in irritating and often dangerous ways. Murray would change personas frequently, and not often in good ways. Many times, his personae would get the group in trouble; once, he personally ordered one of their deaths.

I'll add one completely irrelevant note here, which I've always found amusing. Every one of our UA characters was capable of killing bad guys, dealing with supernatural forces, and even wrestling the avatar of death himself, but we had one weakness: doors. Almost without exception, every time one of us tried to kick down a door or pick a lock, we would fail our rolls -- often critically. It got so that we would climb in and out of windows to avoid doors altogether.

But to get back on track: as we were just starting to play UA, I was also working on publishing and promoting a free gaming system called POW!, as well as a setting for that system, called Power Grrrl. On November 10, 2004, one Mr. Chad Underkoffler downloaded a free copy of the POW! Core Rules; I had known Chad's name, since he had been writing a column called "Let Me Tell You about My Character" on RPG.net at the same time that I was the Lead Columns Editor there. At the time he was just another columnist and I knew little about his work, but then synchronicity hit. Chad downloaded that document, and almost at the same time I began playing Unknown Armies, which had Chad in the credits. As I scanned the list of people who were checking out my free game system, his name jumped out at me, and on January 25, 2005, I emailed him and (re)introduced myself for no particular reason. We talked. I learned about his PDQ system, which like UA has characters that are defined by Prose Descriptive Qualities rather than specific Attributes and Skills. Chad ended up reviewing my Ninja Burger Handbook. And then, on July 26, 2005, I licensed Chad's PDQ Game Engine for use with the Ninja Burger 2nd Edition RPG.

I had an inspiration (my Voice-hearing UA character). I had a game engine (PDQ). I just didn't know I had Vox yet.

Vox was conceived at approximately 12:30 pm EDT on Friday, August 11, 2006 at Houlihan's Restaurant, 111 W Maryland St, Indianapolis, IN 46225 (they are awesome people -- they wore Ninja Burger t-shirts at the 2008 Gencon and they've always had great service and food). This was my first visit to Houlihan's, and I played it safe and ordered the chicken fingers and fries and a Diet Coke. While I waited for my food to arrive, I started noodling about and knocking ideas around. In my goodie bag beside me, I had a stack of Ninja Burger 2nd Edition RPGs, hot off the presses and laden with PDQ goodness. In the back of my head, drifting about somewhere in my subconscious, was my old UA campaign, and the idea of voices, and personas.

And so I jotted some notes down in my Moleskine, quite at random. Suddenly, with Murray Glassner as its father, and PDQ as its mother, Vox had begun to take shape.

As you can see from the scribbles, Vox was originally called Voci, and from the horrible sketch on the bottom of that page you can see a really bad drawing of a half-face, which I promptly scribbled out because I suck terribly at drawing (we'll come back to that image later, though). Almost nothing else on that page made it into the final product, and almost nothing else in that Moleskine ever came to pass (including my applying for a writing job with Cryptic, and getting Ninja Burger stickers in the Gencon SWAG bag). The circled "2006 Gencon" in the photo shown here, by the way, was added to the page a year later once it became clear to me that Vox was really going to happen. I wanted to remember exactly when it had first emerged into being.

Over the rest of that weekend, however, I was completely distracted. First of all, I had come to Gencon to pick up the brand new copies of Ninja Burger: The RPG 2nd Edition from the Key20 booth (which is where I first met Jerry Grayson). I was also at Gencon to attend the 2006 ENnie awards with Sean Frolich and Deborah Balsam of Dog Soul Publishing. I had recently written an electronic book for them called Folkloric: Baba Yaga, and it had been nominated for two ENnies. We didn't expect to win, and when the Best Writing award flew by we were resigned to being happy with our nominations. However, in the end we won Gold for Best Electronic Book, and needless to say I had little else on my mind for the next day or so. By Saturday morning I had completely forgotten about "Voci," occupied as I was with a side trip to visit an online friend, Milly Hacker (who would go on to write for Vox, as it turns out). In fact, Milly is the one who told me that Vox would be a better title than Voci, though I can't remember if it happened on that Saturday, or in the days that followed.

The next day, on the plane back home after Gencon, I started leafing through my Moleskine, and for some reason the idea of Vox really called out to me. For whatever reason I began to take other notes on Vox, and by the time the plane landed I had ten pages of ideas. When I got home, the notes got transcribed into a text document on my computer, and I started chatting online with Milly, fleshing out ideas. It took a while for most of the ideas to coalesce, but one thing was almost 100% designed by August 21, 2006: the cover, which depicts a face trying to emerge from inside the book. It is based (I firmly believe) on that horribly scribbled over half-face, that stupid doodle that I had tried to blot out with my own form of static noise, a personality trying to emerge from blackness. The image, which I found on sxc.hu, immediately ingrained itself into my psyche when I came across it. It had to be.

I also decided at that point that this cover would be the only recognizable human face in the entire book, an artistic direction that I stuck by even as many other things changed and morphed. Vox contains many photos, but the only "faces" in them are in the background, and even then only in photos or posters on the walls. Vox was about personalities, and changing them, and internal conflict, and it seemed disingenuous to fill the book with beefcake shots of people posing for the camera. The people are there, but only as observers of the shots -- presumably, the player characters.

By late August of that year I was confident that I could get Vox out within 15 months, and so I created an ad and stuck it on Livejournal. Two quotes about voices appear in the ad; the one on the top was the first one I found, and it's the only one that made it through to the final product. The release date would change, however, for shortly after posting this ad the company I was working for at the time began to have some stability issues, and I ultimately resigned and began to look elsewhere for work. While in-between jobs, I had a bit of time to myself, so a great deal of Vox was written in the month that followed.

By early October of 2006, when I had gotten myself some more writing work, I had lots of notes, including some quotes and thoughts lifted from actual UA gaming sessions that had occurred in the campaign the previous year. Although these quotes seem completely irrelevant now, composed mostly of out-of-character talk, in fact they became a great source of inspiration for Vox. It was from them that I came up with the idea of encouraging outside chatter to have an in-game role.

A great example of this is the "DETECTIVE Brodksy?" joke that only five people in the entire universe -- my gaming group -- will ever appreciate. The UA characters we were playing in my campaign had to find a way to infiltrate a warehouse full of bad guys, with an undercover detective (Brodksy) somewhere inside. While plotting our entry, someone came up with the brilliant idea of just calling and asking for Detective Brodksy. "DETECTIVE Brodksy?" said the GM, mimicking the voice of one of the bad guys. This was followed by gunfire as, presumably, poor Detective Brodksy was gunned down, his cover blown by a bunch of amateur Adepts.

Of course, we never followed through on this plan -- this was all OOC nonsense -- but it nevertheless subtly influenced our characters' decisions in the upcoming raid. The irrelevant voice chatter had an in-game impact. So, I thought a year later, if that sort of chatter happens all the time, why not just encourage and allow some of that in Vox, and tear down the wall between IC and OOC? After all, the chatter IS relevant to the game, and if the characters are hearing Voices in their heads, who's to say that they don't hear the players' voices too, somewhere back in the noise?

By October 23, 2006, I had an outline of the book. As with most books (and in particular, HELLAS: Worlds of Sun & Stone), the end result was far larger than I had originally anticipated, with the final product weighing in at 196 pages, rather than 108. One interesting note is the little mention of "Queen Vickie" in one tiny little corner of my outline. This was nothing but a random idea I had jotted down years earlier after a particularly vivid and nonsensical dream, wherein little Victorian rugrats were running around a muddy city chased by shadowy men who wanted to find a tween Queen Victoria. Here is the entirety of what I typed into my computer, bleary-eyed with sleep:

Queen Vickie. steampunk/dresden dolls feel. Underworld, everyone flees from city streets and night into underground, no electricity, for safety, some kids sneak out elsewhere, brave, one captured and turns traitor. Back home on train next day traitor is there like nothing happened. Badness ensues. weird quiet kid in grey, saves, speaks -- Vickie's boyfriend, he says. smiles. hero? turns out no. he betrays, turns her in. Other girl is now mute, didn't make it into the cache, saw horrifying things the other boy did, won't speak, afraid of him, she knows. Four main characters, thus: girl hero (Vickie), guy bad grey hero, guy who turned traitor, mute girl.

This nugget of stream-of-consciousness nonsense sat in a "random notes" document I keep on my computer for almost five years before I snatched it up and stuck it in Vox. Most of what's there is gibberish that didn't make it into the actual setting, but it did help to inspire the setting, as well as a supplement to Vox that I have planned -- if the book is at least a marginal success, that is.

Influences surround you when you're designing a game. No one creates in a vacuum; everything is tainted, however subtly, by something else, or many somethings. When I sat down to create a mockup of Vox based on my outline, I found myself scribbling random ideas and thoughts all over the pages of the proof. To name but a few: Dark Messiah and Prey were two PC games I had recently been playing, and each of them includes some element related to the "Voice in your head" concept; the film Stranger Than Fiction is all about a protagonist with a voice in his head; and the book The Brief History of the Dead by Kevin Brockmeier deals with similar themes, and came along at just the right time for me to work pieces of it into Vox.

The next official hint of Vox was jotted down in another Moleskine sometime around November 20, 2006. I know this because November 20 is when Jerry Grayson and I first decided on HELLAS: Worlds of Sun & Stone as the name of that RPG, and the opposite page contains me working out how the HELLAS subtitle would break down. On the other side, however, was a rough idea for a Vox logo that I tried, and then abandoned, and then in a way sort of brought back in the last month before publication. I knew that there was some relationship between the V and the X, some sort of mirroring effect, but I didn't know exactly what, back then.

Between December and March of 2007, I started to secure the assistance of other creative types I knew, for writing and photographic help; most notable among them are Will Reeves, Ryan Elliott, the aforementioned Milly Hacker, and Nievita Hartness. To one degree or another, they all helped shape what Vox became.

And then, as it often does, life intruded in an interesting way.

On March 16, 2007 at 10:35 AM, my car was totaled in an accident that could easily have taken my life, seeing as it happened at about 50 MPH on the freeway. A car two lanes over tried to rapidly merge into the lane to my left, causing a second car there to rapidly swerve into my lane, causing me to make a split second decision: do I hit the car in front of me (with children staring at me out the back window), or do I hit the wall? They say that in moments of intense stress, time can seem to slow down, and indeed, for a moment there I really felt I had plenty of time to make the choice, even though it was less than a second (this idea of "Entering the Zone" would make its way into Vox). In the end, I thought the wall was a better option.

But that's not the really interesting part. At the time I was working from home, but occasionally I would have to drive a short distance to my employer's office for meetings, which was about 15 minutes away. Today was one such day, so I checked my email one last time at 10:20 and then headed out the door. Literally moments after I left the house -- at 10:21 AM -- the person I was going to meet emailed me to cancel the meeting. If I had checked my email one minute later... Well, a lot of things would be different, especially Vox.

As it turned out, I didn't need a car anyway. Within three weeks of the accident, a friend of mine had managed to get me an interview with a game company called Perpetual Entertainment, and ultimately they decide to hire me on as a Quest Writer. Since San Francisco has excellent public transit, and parking downtown was an expensive proposition anyway, I decided that I would not replace the car, and for the next year I went without one for the first time in 17 years. The universe had taken my car from me just when I no longer needed it.

While this smacks of synchronicity (a major element of Vox), it also might seem somewhat tangential. However, a lot of unexpected factors slid into play thereafter, each of which helped build what Vox became. For example, I started riding the subway to work, and in mentioning that fact to my gaming friends, one of them mentioned the movie Kontroll, which became another thematic influence on Vox. Riding the subway also meant that I had plenty of time -- both walking around the city, and riding the subway -- to map the game out in my head, and take notes, and to observe strange people, eavesdrop on their conversations, and bring all that weirdness into the game.

By June of 2007, I had another writer helping out -- Michelle Elliott -- and I had a solid outline. By this point the page count had ballooned from 108 to 240 pages. Some of that is because the book itself was shrinking, however. I had started out, as most people do, with a standard 8.5x11 layout, but by the second week of July, 2007, I had enough text to start playing around with InDesign. The first real mockup was in 9x7 landscape format, because I though that would suit the photos I was using for the book much better. Though I was also working simultaneously on HELLAS, the idea to do a landscape layout for that book would not come until months later.

August arrived, and with it came the anniversary of Vox's humble birth. I attended Gencon, this time behind a booth, and ran ideas past Jerry Grayson and Milly Hacker. By the time we left Gencon, Milly was signed on to write one of the game's four settings. The book was well on its way to being finished and published by year's end, as I had originally envisioned.

And then, another complication: between September and November of 2007, Perpetual Entertainment went through some rough layoffs, and although I survived the first round I did not make it through the second. Few did. Gods & Heroes: Rome Rising was shelved, and Perpetual struggled to survive (eventually expiring a few months later). With its death, and my sudden need to look for a job, any hope of publishing Vox in 2007 died as well. I just had other things to worry about.

The layoff did however enable another big event to take place: moving to Seattle. Rather than looking for jobs here, I began to look for some elsewhere. My wife and I also began looking for houses in Seattle, and that whole process happened much faster than I thought it would. In December I flew up to interview with Sierra Online (unfortunately buried shortly thereafter, in the wake of the Activision-Blizzard merger), by February we had a house picked, and by mid-March we were making the move. Once again, the universe seemed to intervene: because of the particulars of our situation, we needed a second vehicle to make the trip, and as it turned out, some friends of ours were conveniently getting rid of their old car just at that moment. We transferred the title and tuned the car up just a few days before we drove to Seattle, in the nick of time.

Throughout the spring and summer of 2008, in between other writing assignments, I began to find snippets of time to work on Vox. I began experimenting with different layouts -- Crown Quarto, 8x8, 8.5x11 -- and to seek initial quotes from various printing companies. I also began to put the squeeze on my writers to get me the final copy, which I had let slide because of my own lack of focus, and made the decision to use some of the player characters from my old UA campaign in Vox. On August 11, 2008, I did a rough layout in 8.5x11 landscape, printed out three copies -- the first "complete" proofs to come off the printer -- and took them with me to Gencon. Two were for showing off and proofing, and one was for Chad Underkoffler to check out. My marked up copy after I got done thrashing it is shown here.

It was fortuitious that I gave that copy to Chad, because in September he sent me many helpful comments about it, and we began discussing his new game, Swashbucklers of the 7 Skies, as well as the new version of PDQ that he was using for the game, dubbed PDQ# (PDQ Sharp). He suggested that there were elements in PDQ# that I should consider using for Vox, and my attempts to wrestle PDQ# into Vox ultimately led to a spinoff version of PDQ that I helped write, called PDQ2 (which is basically PDQ# with the swashbuckling bits stripped out). PDQ2 was put in place, and at last the game was finished enough for playtesting, which occurred between October of 2008 and January of 2009, during which time Jen Schoonover also came aboard to finish up the final setting. It was difficult to find the time to finish Vox, however, because the game writing and design work I was doing at the time was getting in the way.

You can probably guess by now how the universe decided to "help me out."

By the end of January, the work I was doing suddenly hit a dry spell, and I made the decision that I would at last use this time to sit down and hammer out Vox. By March 19, I was finished enough to request an ad from Fred Hicks for the "back" of the book, and by March 27 -- when Jerry Grayson and I attended Gamestorm in Vancouver, WA -- I was even more finished, enough so to print out a new version to take with me. Again, three copies came along, one to be marked up, and two for others to take, peruse and comment on. I was certain by now that the book would be landscape, but I still wasn't sure of the size, or the exact presentation. I wanted the Player and GM sections to be reversed from one another, and so for this version I printed the Player's section on one side of every page, and the GM's section on the reverse of each page, upside-down. My friend Nievita gave me a different suggestion, however, and it's the layout that eventually made it into the final book.

One other interesting anecdote from Gamestorm: I sold a copy of Vox before I even had them printed, much less finished. A fan of Ninja Burger stopped by the booth, and I began idly discussing other PDQ-based games, mentioning in passing the forthcoming Vox. She informed me that she would be buying Vox when it came out, just based on my description and rough proof copy, and that she would be watching the web for the official release announcement.

Here it is!

In April I brought Jen Schoonover back on board to copyedit the book, and I began seeking new quotes from various companies. It's here that I hit my big problem, which was that most POD printers couldn't handle landscape format books very well. I discovered that everyone wanted me to get the book down to no more than 8.5" wide, if not 8", and I struggled to find a format that worked for my content. I tried going back to Crown Quarto (which more printers handled) and slapped a new layout together, doing a Lulu run on May 16, 2009 to see how it looked. The downside here was that Lulu could not print Crown Quarto in landscape format. They could, however, print 9x7 in landscape... which as it turned out was the first layout I had tried, almost 3 years earlier. It was meant to be.

On May 18, 2009, I uploaded the first sampler of the game and kicked the website into gear. A PDQ thread on RPG.net soon revealed another instance of synchronicity, and now it seems there may be followup to Vox with a fantasy setting. In late May I entered discussions with a few other POD printers, hoping to get a better price than what Lulu was offering me, but in each case they required that I get the book down to 8.5" wide, or thereabouts. Faced with the prospect of having to spend a few days readjusting the layout (with the very real possibility of accidentally creating a new error or three along the way), I eventually decided that the first printing would be through Lulu, just to play it safe. And so it was.

On June 24, 2009, Vox will premiere at the Origins Game Fair for the first time. Shortly upon my return, it will be available in PDF format online, probably followed by a full on second printing through an offset printer (or, if I continue to play it safe, through a POD printer). Whether or not Vox achieves indie success (which would mean sales of at least 1000 copies) remains to be seen. Regardless, it seems that it was meant to be, and what's more it was meant to be right now. At least, that's what the voice in my head says.


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Monday, 22 November 2010

WOTC Annual Layoff Extravaganza

No surprise to anyone by now: Wizards of the Coast has started another round of Christmas layoffs. This year, so far, Rob Heinsoo (D&D 4e Lead Designer), Logan Bonner (Adventurer's Vault), Chris Sims (4e Monster Manual and Dungeon Master's Guide) and Stephen Radney-McFarland have been cut.

Numerous sources have already broken the news. The most informative links are below.

http://www.enworld.org/forum/general-rpg-discussion/268912-wizards-coast-layoffs-rob-heinsoo-logan-bonner-chris-sims-2.html

http://nitessine.wordpress.com/2009/12/07/merry-christmas-wotcs-annual-layoffs-rpg-superstar-2010/

We covered the 2008 layoffs in this story - exactly 100 stories ago, and about exactly a year ago. Clockwork.


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How Do You Like Your Games Served?

For those of you who are gamers, you realize that there are some groups you prefer gaming with and some you don't. The same is true for MMORPG's (or any large, persistent world) - we find a group with similar goals to hang out with (or adventure with or whatever). And the same is also true of gaming groups whose focus is board games.

For those of you who are gamers, you realize that there are some groups you prefer gaming with and some you don't. For Table-toppers, some are too "hack-'n-slash", others not enough; some spend too much time in town bartering/digging up information or negotiating & not enough in the dungeon looting and clearing out the bad guys - or the reverse; some have a focused story line and if you miss a week, you're in trouble (and that's good for some folks) - others are more loosely set and new comers can enter or you can miss a session with no trouble; some are too "rules oriented" (you've met them - the DM who says you can't carry that extra dagger because it'll put you over weight limit?) & some no rules at all - very arbitrary and you can't figure out how to advance in the world - we all find a group that games "like we do" or we end up not happy in our game groups (or giving up all together). The same is true for MMORPG's (or any large, persistent world) - we find a group with similar goals to hang out with (or adventure with or whatever).

The same is true of gaming groups whose focus is board games too - some groups are all about the "party" games (Scategories, Taboo, Celebrities) - the ones that don't take much strategy, hard thinking or complicated constructs - others argue that Settlers of Catan is for the beginners who might be visiting and if the rule book doesn't rival the Sunday edition of the NYT, it's not interesting enough. Most groups are somewhere in between. Interestingly there's another variant - a "z" axis if you will - and that's whether one plays "cut-throat," "care-bear," or somewhere in-between.

I hang out with a group that, in a relatively unusual behaviour in my experience, tends to play differently along that "z" axis depending on which of it's members has shown up that night (or depending on the mood of the group that night). Sometimes Apples-to-Apples is all we can handle - other nights we start with a Settlers game (with *all* the variations we can find) and get harder from there. That's the "easy/party to hard/strategy" axis ("y" if you will). The "x" axis tends to be "are we talking or playing tonight" night in our group - some nights we talk a lot while we're playing, some nights it's all about the game. Some nights we play all out on that "z" axis - cut throat, everyone for their own and blood on the table - other nights we play *total* care-bear - sometimes it's even by table, that is 1 table is cut-throat and the other is care-bear.

All of that is, not surprisingly, going to vary from group to group and some folks will find one extreme or the other vile. That's fine - one goes and finds one's preferred style over time.

The problem enters when a new player joins a group that varies likes ours does who either *only* wants to play one extreme or the other along *either* the "y" or "z" axis - or doesn't get that some nights we're one way and other nights we're other ways. It's a hard pattern to relay to someone who's new - hard even to notice that it's an issue at first - and difficult as hell to teach (assuming the new person is interested in learning ;>). So a new member of a group that varies might always want to play "party" games or only the "thinking" games - might only want to play "cut-throat" or only "care-bear" - and the first night they come we happen to be doing it the way they prefer - when the next time the group meets it's a different kind of night (or different mix of folks or different whatever), it's really hard on the newcomer when they have to figure out what the hell happened to this group they thought they met the previous session.

So - a group that varies - needs to be sure new folks get it - heck, any group needs to make sure a new person knows what the preferences are - "party"/hard; talky/game focus; cut-throat/care-bear - and any other variables that a group of games might "assume" (for some groups it's "kids of x age/x ability vs. no kids") - but a group that varies needs to be the most careful with those kinds of explanations - or everyone has no fun at all.


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Arizona ghost hunter travels: Thanksgiving at Folsom Prison

This Thanksgiving, Phoenix ghost hunters are traveling to nearby states to check out the nearby hauntings.  Folsom Prison, east of Sacramento, has been found to be one of the most haunted prisons in California.
Be careful as you enter the property.  Visitors have seen a ghost walking around the front gate.  They say the Folsom Phantom is the spirit of a prison guard killed during a 1927 prison riot on Thanksgiving Day. Hopefully it wasn’t over the holiday meal.  Two Folsom prison guards died during the November 1927 uprising. On Thanksgiving Day, Ray Singleton was stabbed to death as he guarded inmates leaving the prison library after a movie. Prison guard, Charles Gillies had a fatal heart attack while he manned his post at the prison’s front gate. The riot lasted two days.  The police and local law officers ended the disturbance, in which three prisoners died.
Ghost prisoners have been seeing walking along the exterior catwalk.  They thought it was one of the prisoners.  One of the guards ordered the inmate to stop walking, and of course he did not. The residual haunted specter continued his march.  Guards fired bullets at the ghost only to see the man keep on walking and eventual vanish.
Most of the reports come from the morgue, old hospital, the old Death Row cells, and Building 5, the prison’s oldest cellblock.  Back in July 1897, unruly convicts at Folsom Prison were given the “Spook Treatment.”  The cell nearest to the scaffold was said to be haunted.  Prisoners were thrown into this chamber witnessed terrible paranormal events while locked up this “dark cell”.  The inmates say terrible threats were delivered by sepulchral voice through a telephone transmitter.  Two of the worst characters under Warden Aull’s watch were compelled to yield up a secret that bothering the officers of the prison for several weeks.  Now that’s a way to get the inmates to “talk”.
Stop and visit the museum. Cameras are welcome.
The Retired Correctional Peace Officers Museum at Folsom State Prison
312 3rd Street
Represa, CA 95671
916-985-2561
www.folsomprisonmuseum.org
Debe Branning  nazanaza@aol.com
www.mvdghostchasers.com
View the original article here  http://www.sublimedvds.com/

Interview: Juan Melendez, prison campaigner

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The End of my Tabletop Era

Today, I boxed up all my RPGs. They're still in plain sight, they're still loved and memories cherished, but the boxing, for me, means the end of my involvement with tabletop gaming. This has literally been a long-time coming: when I first started Gamegrene back in 2000, my orbit was already slowly decaying, and I hoped that dedicating a site to my love would keep things going.

More and more, I devolved away from RPGs

It certainly did, but not in any long-term sustainable way: I still bought RPGs, I still read the books, I still created scenarios and adventures in my head, and I still dreamed of running an online game somehow, having long given up the idea of a local flesh group. I hoped that newly minted oldies like Paranoia XP and Pathfinder would keep things going. They did, for a time.

But, more and more, I devolved away from RPGs. The delivery mechanism, sustained physical interaction with a small group of people, just didn't fit with me anymore. After becoming a paid programmer and writer, I holed up in my home longer and longer, becoming further ensorcelled by the Internet, a veritable money tree which accomplished many of my goals quickly and easily. My physical social interactions are nearly zero, but my electronic interactions are constant.

I still wanted to play games, and I still steered away from "the typical", playing everything from "casual" (hidden objects, puzzle and adventure, Facebook games, etc.) to console-based (both physical releases and arcade titles), to massively multiplayers (Korean dupefests, free-to-play kiddies, big budget), to transmedia, armchair treasure hunts, alternate reality games, and independent releases. I hoped that virtual tabletops like OpenRPG, Fantasy Grounds, and Wizards' vaporware would reignite interest in faux tabletop gaming; they didn't. Then I had two children. Awesome for me (roleplaying at a toddler's level!) but not so much for "real" tabletop gaming: I had even less time than I had before.

Every month, I get a PREVIEWS catalog and every month I look with extra care at the Games section to see what's new and exciting. I still buy all the new Paranoia releases, out of a sense of duty and memory, though I rarely do more than scan through them. I still check to see what Wizards' and Paizo are doing and I wonder what the hell FFG is doing to the Warhammer FRP. Solely reading new releases, however, just doesn't seem to be enough anymore. I'm in a different place now.

The memories are worth far more than the decades of monetary value

So, with some sadness at "abandoning" a hobby that has been part of me for nearly 25 years, into the boxes they go. I'll never throw them away: the memories are worth far more than the decades of monetary value (blue books and original modules, Boot Hill and AD&D 1E, etc.), but I need to clear the shelf space for current interests.

This doesn't mean that Gamegrene is dead, though if you've visited in the past few months, you'd likely think it is already. I won't pull the plug on the site: like the physical books, the bonds and discussions that have been created here are too valuable to throw away. I just don't think that, if it continues, Gamegrene will be RPG-flavored, primarily because a) no one has submitted any new articles lately and b) I've no further expertise in the matter. I could change the subject matter to relate to things more in my line of work: internet-based gameplay (be it MMORPGS, transmedia, metapuzzles, etc.), but I suspect that might drive any remaining community anyway - it'd be a Starting Over, per se. Your thoughts are welcome.

Two years ago, we published an article from Joanna Winters entitled Giving In To, Then Defeating, Player's Expectations. I am her. This article was an attempt to tease a Hunter: The Vigil play-by-post which I had internally called Gamegrene: The Compact, which would have been created and written by myself, Aeon, and gamerchick. The basic idea was that the real-life community of Gamegrene was a training area for fictional hunters and, when Joanna soon disappeared (as she did, by never writing again), it'd be made active. One of the unpublished in-game posts, from the head of the fictional compact, might explain it better:

When I originally had the idea of using the Internet to bring hunters together and coordinate their separate missions, Joanna was one of the first people who believed in the importance of what I was trying to do. Her support and her advice got me through the hard times when my dream seemed close to failure, and her unwavering dedication helped draw other people to the cause. She also believed that when the time was right, Gamegrene's readers would be receptive to the difficult truth of what this world really is, and ready and willing to do something about it. It is my deepest hope that you will not prove her wrong now, when she needs us the most.

Joanna's disappearance has deeply affected us all. Fortunately, we can do something in response to this heinous act. The decision to target gamers as a key group in the expansion of this compact was no accident. Gaming produces creative and open-minded people, with full control over their problem-solving skills and their logical and strategic minds. These abilities, when applied, are stronger and more deadly than anything magical that a witch, a demon, or a vampire can dish out. I have to believe this, or what is our vigil for?

The fictional leader would then go on to believe that there was a puzzle hidden in Joanna's last post and, in fact, there was. At the end of her article, she concludes with:

Go ahead, send the players to a dungeon, but make it one floor and one room, abandoned and with no conflict. Or, make them slave through a 20-floor dungeon, traps and treasure at every turn, with the final room containing the somber and expected single pedestal with a calmly glowing scroll hovering just above it. When that scroll turns out to be just a grocery list, like the note below I found on a phone's message pad, and not the massively powerful spell or document one would expect, the question and wonderment of "why?!" becomes the new motivator for the adventure.

258 123258-147369456-258-7415963-147359 258-7415369 1471235987-14712345789-258-7415963-321478965 14712345-14789632-14789-14789-14789632-1475963-14712345789-14712687 159357-258-159357-14789-159357-123258-14863-321456987-258-147359-258-258-7415963

"Found on a phone's message pad" is the key to solving the puzzle: if you move your finger in the direction of the numbers on a phone's number pad, you'll spell out letters for each grouping: "I THINK IM BEING FOLLOWED XIXLXTVSIKIIN", a clue that Joanna had anticipated her fate. The whole article was meant to be a tongue-in-cheek representation of itself: it defeated reader's expectations by being something more than just an article.

Alas, a few weeks into planning the play-by-post, I decided that I didn't have the actual time to keep it running in a way I deemed awesome or with justice. I shuttled the attempt but, with the article already written and edited, I published the trailhead. I felt it was good enough to be "just" an article, and the comments seemed to agree.


View the original article here

Stray dogs on death row


 Tristan was rescued from the Lost Dogs' Home and now has a new family including brothers Caalan and Sean. Source:
Herald Sun
THOUSANDS of dogs face a death sentence as a bureaucratic crackdown bans volunteers from claiming animals and placing them in foster homes.
 The Department of Primary Industries is now enforcing a rule that each carer or dog rescue group be registered as a "domestic animal business", despite volunteers operating out of private homes.
The blacklisting means councils not using dog shelters that have 28 days to rehome dogs will have to kill healthy dogs after eight days under their rules for pounds.
Pregnant dogs, puppies, and sick animals in smaller pounds face immediate death because legally they cannot be sold.
Many animal shelters have their own foster carers to return the dogs to health to sell, but smaller pounds had relied on volunteer dog rescuers.
The volunteers fear new legislation being drawn up will shut them down, said Trisha Taylor, of the Dog Rescue Association Victoria.
"We want companion animals to have the right to live, a right to be saved," she said.
She said the right of volunteers to rescue unwanted dogs should be guaranteed by law, not dependent on "the whim of a particular council or animal management officer".
RSPCA chief Maria Mercurio said the situation was "appalling".
"The rescue groups need to be drawn into the system and legitimised, not punished or forced out of the system," she said.
Animal welfare activist Mike Bailey, who runs the Stop the Clock campaign to stop dogs being killed after 28 days, said volunteers saved about 3000 dogs a year, mostly from country council pounds.
Agriculture Minister Joe Helper said the rules for dog rescuers were not new.
"The intention was to offer support and guidance to enable pet rescue groups to continue their important work, particularly with large numbers of animals," he said.
Tristan, a ridgeback-sighthound cross was going to be put down because there was no room at the local pound, but dog rescuer Louise Staite has fostered him until a permanent home can be found. She said her four children adored him.
The dogs featured on this page, except for Tristan, are at the Lost Dogs Home (www.dogshome.com) which has 28 days to rehome them, while those interested in Tristan can visit www.vicdogrescue.org.au
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Sunday, 21 November 2010

Asymmetry in Roleplay - Part 3 - Encounters

Recent versions of D&D have sought to promote the idea that parties of characters should be presented with a formulaic series of encounters with challenge ratings that are balanced according to their level, plus or minus a little. Here I would like to discuss the value of asymmetric encounters, in which the party are faced with a challenge that is trivially easy for them, or else so difficult they have little or no hope of success.
In fairness, the concept of balanced encounters has been around since the early days when D&D modules were produced with specific level ranges in mind - though the suggested level ranges on many 1st edition modules were pretty broad (thereby suggesting that party asymmetry, which I discussed in my previous article, was an expected feature of the 1e landscape). Successive versions of the game have worked to engineer encounter balance with increasing sophistication, as if this was something that needed fixing; unfortunately, this has also given rise to an increasing sense of player entitlement where they have an expectation of what level of challenge they are likely to meet and what sort of reward they are to expect for overcoming it (even going so far in some groups that the DM will allow the players to decide what magical loot they find). Is this a bad thing? Well, it depend on your particular gaming priorities I guess. To me, it certainly detracts from the sense of a believable story set in a realistic world. When things get too damn convenient for the protagonists, it smacks of cheese.
People will actively avoid running into more trouble than they can handle
To an extent, in the same way that we might argue there are in-game reasons why someone assembling a party would take pains to get the right people for the job, we might also argue that those people will actively avoid running into more trouble than they can handle, or wasting their time on trivial fluff. And yet, if you spend a week travelling through a wilderness when you are 1st level and run into a few wolves, why is it that when you travel through the same wilderness a while later when you are 5th level you keep running into trolls, and then a bit later still, again in the same wilderness when you’re 8th level - you just happen to run into a behir.
I guess there are two ways you might respond to this:
The anthropic principle. In an infinite multiverse, some party somewhere will just happen to be fortunate enough to enjoy a career of ideally balanced encounters. Luckily, that party is you. If it weren’t you, then obviously you wouldn’t have had those encounters, but you did, so obviously you are that party, so quit complaining.Encounters that are unbalanced are not fun or (shudder) cool. My game is all about fun, cool encounters. This is fantasy, right? What does realism have to do with that? I’m a narrativist, not a simulationist. My 8th level characters would find wolves a bit boring to deal with, so - bring on the behir and naturalism be damned.
For me, with my desire for a balanced mix of simulationist grit and narrative enjoyment, the anthropic principle will only stretch so far. For me, a good story is an emergent thing that is born of a party-centric narrative which nevertheless isn't a railroad, but set in a simulationist, ‘built’ world with areas of varying challenge level that the party may or may not blunder into, and with events that the party may or may not have the misfortune to get tangled up in, and which allows for the possibility that sometimes, Shit May Happen that the party are not prepared for.
Reactions to this vary, but this approach hasn’t lost me many players so far, and they keep turning up for more, so I guess it’s working OK. Sometimes, new players to the group have trouble getting their heads around this concept that the entire world isn't designed around their expectations and convenience, but after a while they generally settle in to the immersive campaigning ethos. However, the fact that they are surprised to find themselves in a campaign where reality isn't bent to please them indicates how pervasive this sense of entitlement is in contemporary gaming culture.
Death is always a possibility, and the players know it
So, sometimes in my campaign the characters may end up fleeing from a situation that they can’t handle. Death is always a possibility, and the players know it - though it doesn't happen too frequently. I'll also say that if a party is sensible enough to turn tail and flee I'll usually be lenient on them when it comes to determining their chances of escaping.
But what about the other end of the spectrum - when the party runs into hostile creatures that pose them virtually no threat whatsoever? Well, I do like to throw these in occasionally, to add to the sense of realism and flavour. Running into a few bugbears is part of the scene setting in a wilderness trek, and they don’t have to immediately realise they are bugbears, either - the encounter can be introduced by saying that someone spots some movement nearby, build up the tension a little and then let them feel relief that it isn’t actually a behir after all but something they can handle quite easily.
Sometimes the party will have the means to simply avoid the encounter altogether. Other times, they will get stuck in and revel in the ease with which they deal with their opposition. I should add that I don’t insist on running every single trivial encounter a party might have - some I will simply describe, saying ‘you encounter nothing worse than a few goblins and wolves along the way which pose no threat to seasoned adventurers like yourselves’. Nevertheless, just throwing the odd one in once in a while as a set-piece encounter is a nice exercise.
The interesting thing I’ve found, in fact, is that characters/players tend to be more generous to their adversaries the more heavily they outclass them. Whereas at lower levels they will fight the evil hobgoblins to the death and take no prisoners, when the hobgoblins pose them virtually no threat at all they almost feel a bit guilty about killing them and are more likely to try to end the combat by non-violent means and then send them on their way (maybe even healing the injured ones to show there’s no hard feelings). I guess when you’ve faced undead horrors and abominations from the Abyss hobgoblins seem just too human to slaughter without mercy.
So, over to you, 'greners. Asymmetric encounters - good or bad?
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