Showing posts with label Review. Show all posts
Showing posts with label Review. Show all posts

Friday, June 15, 2018

Review of Lakota Noon by Gregory F. Michno

     Lakota Noon is the second book review in a series for Professor Carson's Class at the University of Buffalo. Typically, I edit these documents down into a suitable review for my website. In doing so, I remove much of my original paper's intent so as not to provide a vehicle for student plagiarism. However, I was so fascinated by this book and Dr. Carson's class, I felt that I should leave the entire document as a whole. The conversations that this reading sparked was amazing. I hope to revisit this class and take more courses with Dr. Carson.

      If you have the chance take one of Dr. Carson's classes, do it. I've taken at least 3 of them. Each one was better than the last. 


Lakota Noon

     This book covers old ground in the retelling of the Battle of Little Bighorn. The previous review, Month of the Freezing Moon by Duane Schultz was also about conflict with natives as settlers moved westward. Michno is cut from a completely different cloth than Schultz. The two men use data to interpret historical events. Where Schultz attempted to insert the thoughts of the natives into his work by vignettes (Schultz), Michno takes a different tact. Michno uses the standard historical narrative and inserts information gathered from the survivors, meaning only the Lakota, to clarify. Michno laments that previous authors on this subject discounted native testimony as they were an “alien race” (Michno, p. ix-xiv). He quotes William A. Graham as saying the native witnesses, “contradicted each other so much to an extent that I found them irreconcilable” (Michno, p. x). Michno rejects that attitude, writing “we must use both white and Indian sources; further, we must realize that the Indian sources are more important and should take precedence whenever any apparent conflict arises between the two.” (Michno, p. ix-xiv). Theoretically, pragmatic, because the voices of the winners and those who held the field at the end was the only primary source besides forensic details.
     Michno statement of intent was that he was not interested in the study of warfare, morality, or cause. He wrote from a discontent of the framework and structure of descriptions of the Battle of Little Bighorn by others. He wished to build his own study of the Battle and from there, reassess his own thoughts and preconceptions. Michno desired an educational outcome, one that he found satisfying. Michno found the prior work on this topic short on details about the native defenders. In case studies from their perspective, their testimony to events watered down with secondary sources not of native hands. To address this concern in his work, he breaks the battle down into 10 minute segments to present the historical account of the soldiers, plus the discounted statements by Indians and follows both with a detailed analysis of events to correlate or highlight discrepancy between accounts. In this way he shapes an excellent description of the chain of events in the battle. Time studies and motion studies have long been a practice when reviewing this segment of history as these were the only source of information not derived from the Indians. While many of these works are spectacularly clear and clean cut, there is a certain amount of fear when history loses it’s fog of time. Michno takes advantage of both the fog of the past and the rational tradition of time studies to reframe the events of the Battle of Little Bighorn.
     “A Word to the Wise” was the introductory chapter from William A. Graham’s book and is quoted by Michno. It is useful regarding this title, also. Michno and artist Jennifer Hamelman, have created a curious, almost avant-garde book to recount Custer’s last days. The word “book” instead of “title” is used purposefully here. Physically, the book is like no other. The table of contents are broken down by timestamp and page, 13 figures a presented on a table followed by 25 “time-segment” maps. The author wrote a one paragraph acknowledgements page before a two page centerfold map, with key features superimposed on the current site of modern day I-90 for reference. The next page holds a legend labeled “Individual and Tribal Symbol Key”. Cheyenne, Oglala, Minneconjou, Hunkpapa, BrulĂ©, Arapaho and Two Kettle tribes appear on the key, each with their own characteristic shape. Divided by tribe, 58 names of Indians appear, each individual shares the symbol of his tribe but also has a unique two letter identifier. What these symbols are for is not explained until page xiii. Each entry of the narrative has a timestamp, a name and an sequence indicator. For example: “5:50-6:00, White Bull [last 5:40, next 6:10]”. The author explains that this indicates the reader has reached 5:50 to 6:00 in time, in the narrative of White Bull, his prior entry was at 5:40 and the next is at 6. Ingenious, but Michno takes this approach a step further. On page 315 begins a tribe by tribe breakdown of historical personages and at what time they appear in the narrative. Because the author has assigned a symbol to each tribe and person, it is possible to flip through the book and read a single tribe or person’s role in the book sequentially. While this style of reading is always possible using an index, Michno includes none and the endeavour is a visual experience as opposed to a test of hand-eye dexterity. This level of creativity in presentation may be off-putting, but the structure works very well.
     In Michno’s first chapter, he addresses two historical conundrums: the vast array of tipis (or teepees) reconnoitered by Reno and Custer’s desire to attack such a large force. The author abandons historical arguments as illogical. Custer was an able commander and very aware his enemy, if confronted by a vast superior force as the history maintains, any logical person would withdraw. What Michno did was a spacial analysis of how the tipis could have filled the valley in a tight arrangement (Michno, p.3-20). Using Wooden Leg’s description of the camp, it hugged the river and was entirely east of the I-90 (Michno, p.17). Comparing that statement to Captain Moylan’s description of only being 200-300 yards wide, 1,900 lodges would have fit within the space of a quarter square mile (Michno, p.18). This 1,900 lodge number was on the high side of estimates. Some are as low as 1000 lodges, which require far less space or a more sparse arrangement. What this meant for Custer was he was not using Reno’s force as an anvil to his hammer, his movements were meant to draw Indians away from Reno’s force, reducing the threat, not riding headlong into it (Michno, p.19). Strangely, adding the Indian side of the story established Custer as well reasoned as opposed to someone suffering from either myopia or delusions. The first chapter is a solid work of puzzling and reasoning which was of great importance to the following chapters.
     There is the idea that Custer walked into an ambush, a terrible end for a well regarded tactician. From the details of the various defenders, it was Custer who was ambushing them. Ill prepared for combat, forces drew out for battle with Custer’s men on the north side of the village (Michno, p.33). In one hour, by 4 in the afternoon, the Battle was not going well for Major Reno’s men (Michno, p.87). They had taken refuge in a wood and in an attempt to withdraw, suffered horrible casualties. One Bull, having seen the men retreat, ordered his men to let them go to tell the tale (Michno, p.84). Citation is designed for order and comprehension, Michno’s work does a fair bit to disorder this as Reno’s part appears after One Bull’s in the narrative. However, the effect of this style was very effective.
In the last three chapters, Michno returns the tradition of style of discussion and analysis. His analysis pushes away the idea of a single last stand. While Custer’s forces held the hill, some men fled into the gully. Michno notes dryly that “dead men don’t run”. Historical accounts must give way to reason. Beard, a Minneconjou, recounts that he desired to capture Custer but ultimately found him dead, still holding the reins of his horse. The battle was over.
     Why had it ended with Custer dead and his enemies victorious? Custer had done the unthinkable by dividing his forces. Well, yes. But there is one set of rules for strategy and one for tactics. Strategy dictates one should never divide one’s strength. However, as a purely practical matter, tactics are dictated by the environment. Separation was a requirement of the engagement (Michno, p. 294). Custer lead a cavalry regiment, not a phalanx.
     Michno’s account of the battle ranges from mathematical to bone chilling in its details. This title was an offbeat, yet wonderfully readable recount of the battle with a strong focus on all of the voices from the various tribes and companies. This book was designed for study, reading and rereading. The wonderful documentation in the form of footnotes, the photographs, charts, maps and symbols make this title an excellent addition for any history bookshelf.

Citations:


Gregory F. Michno. Lakota Noon. Missoula: Mountain Press Publishing. 1997. Print.


Schultz, Duane. Month of the Freezing Moon: The Sand Creek Massacre, November 1864. New

York: Published by St. Martin’s Press. 1990. Print.


Review of Daniel K. Richter’s Ordeal of the Longhouse

     Daniel Richter did not set out to write a book about the Iroquois. In taking on the daunting task, he constructs a compelling history of people who “found themselves caught up by economic, political, and demographic forces over which they had little control”. Richter explains how the Iroquois met these challenges or ordeals, often with unique geographical and cultural advantages, with adaptation and changes unlike other people in the region. These were not unique advantages to the Iroquois. What set them apart from others was their ability to hold on to these advantages for so long.
     Richter treats the Iroquois as if they were newly come to North America, placing them on the same footing as Europeans. Additionally, he cautions the reader against reading the phrases “the Iroquois” or “the Five Nations” as a singular or uniform entity but as a leader or collective of leaders and persons working within their self-defined political authority. Richter’s premise was to re-envision the Iroquois’ creative adaptations to situations by highlighting what he calls “a double trio of geographical and cultural advantages”.
     By Richter’s own admission, the seventeenth and eighteenth century politics and policies of the Iroquois descended into a confusing array of system, people and points, all in flux. While he authored a survey of primary source materials, he sought to maintain the flavor of the thoughts and ideas of the Iroquois. Throughout, Richter stays true to making the voice of the Iroquois audible in his work.
To this end, this book is punctuated with 22 plates, 7 maps, methodological comments, 104 pages of notes and 26 pages of biographical information. At one point Richter labels his own work “slim” and “pedantic”. He could added “humble”. The Ordeal of the Longhouse is well paced, excellently reasoned and designed, while remaining accessible to the average reader.
     Richter's “slim” book is rich in detail, wonderful in exposition of the plight and firmness of the Iroquois culture against the wave of European forces arrayed against them. Richter weaves an excellent story of historical facts and apt observation and analysis.


Wednesday, January 4, 2017

My Favorite - Greyhawk

My favorite campaign setting for D&D is the Greyhawk. I have the 1983 set and look to it for ideas for my current campaign. Nothing brings back memories like that old gazetteer of information.

Over the years, my campaign has set itself apart from the World of Greyhawk in many ways. However, the Isle of Dread is common to both. Someplace south of the Isle is a magical anomaly that provides transit between these worlds.

I would like to do a Glossography and Guide to my world, but I guess I need a name first. The little things.

Friday, June 3, 2016

Module Review - BSOLO Ghost of Lion Castle

Title: Ghost of Lion Castle
Code: BSOLO
Author: Merle M. Rasmussen
Rule Set: D&D
Year: 1984
Pages: 32
Number of characters: 1 - Solo Play
Levels: 1-3
Rating: ★★★★★

This is an impressive and iconic module, meant for one player. Crammed into just 32 pages is a solo adventure complete with special solo rules and sample characters. Lion Castle is a wonderful starter scenario for groups or an introductory game for just one.

The five star rating is for the expansive and creative writing and world-building that appears in this module. Lion Castle gives the player the ability to try out new things in a limited setting. The module pulls no punches, this place will kill you more often than not. Fear not, this module is also there every time you wish to play. In fact, it is suggested that you note where your last character died so that the next one can acquire his equipment.

This is one flaw in the game/scenario. If you run a series of character’s through the Castle and noted where the prior characters fell, you can break the game with equipment and magic items in quantities not ordinarily allowed by the rules.

All and all, this is an excellent module.

Where to Buy:
DrivethruRPG

Wednesday, June 1, 2016

Module Review - S2 White Plume Mountain

Title: White Plume Mountain
Code: S2
Author: Lawrence Schick
Rule Set: D&D
Year: 1979
Pages: 16
Number of characters: 4-10
Levels: 5-10
Rating: ★★★★☆

White Plume Mountain is part of the Special series. It is meant for Advanced Dungeons and Dragons and expects a large number of characters at relatively high level. Interestingly enough, the scenario spells out that many adventures into the dungeon will be required and may cause a rotation of adventurers through many sessions. That is a nice touch. I like the long term play and replay-ability.

This style of play is engrossing as early failures and setbacks to the player characters are muted by the ability to retreat to complete safety of the nearby town. This is very different than most dungeon crawls, where characters must horde limited resources. Instead, players find themselves on a quest to obtain 3 magical items: Wave, Blackrazor and Whelm, protected by powerful masters and inventive puzzles and challenges. Backtracking enables inspired progress, resupply and fairly realistic game play. This adventure takes the learning curve for games and makes it a positive. White Plume Mountain is more like The Moonshot than D-Day.

This module also features wonderful artwork. My personal favorite is the fighter on page 6. It isn’t the best, but captures the character's reaction so perfectly. The fighter’s “WTF” look is classic: “Who jumps platform to platform over hellishly hot mud? Everything in fighter school trained me not to do this.” The images for Blackrazor, the Mountain itself and Keraptis are iconic of classic Dungeons and Dragons.

Where to Buy:
DriveThru RPG
As a part of a set, S1-4. or as a stand alone product. I really must by this. I really need to stop impulse buying. I'm am so gonna buy this.
DriveThru RPG also has Dungeon Tiles and a new version for 3.5 Adventures.

Tuesday, May 31, 2016

Module Review - B2 The Keep on the Borderlands

Title: The Keep on the Borderlands
Code: B2
Author: Gary Gygax
Rule Set: D&D
Year: 1979 and 1999
Pages:
Number of characters:
Levels: 1-3
Rating: ★★★★★


This is one of my favorites, the star rating says it all. The Keep hovers on the edge of sandbox wilderness, one that is your to explore. The Keep is the perfect place to kick off an adventure, the players can obtain all they need to fully explore the environs.


As a carryover from B1, the advice sections are present and highly valuable. There are also handy details such as gossip and the willingness of the lord of the Keep to provide the player characters with man-at-arms and magical items.


Where this module shines is in the tactics provided for each group the characters encounter. Some of them are embryonic or silly, but in keeping with the intelligence level (or madness) of the inhabitants of the Caves of the Unknown.


One of the better things about this adventure is the player mapping is logically constrained, allowing them to make mistakes, but not so bad as to create a mapping nightmare like In Search of the Unknown.  


Where to buy: DriveThru RPG

Monday, May 30, 2016

Module Review - B1 In Search of the Unknown

Title: In Search of the Unknown
Code: B1
Author: Mike Carr
Rule Set: D&D
Year: 1978
Pages: 32
Number of characters: 3 to 6
Levels: 1-3
Rating: ★★★☆☆

In Search of the Unknown is a classic dungeon crawl, the true value of this module is in the open ended nature and guided tour aspect of the adventure. The DM is provided with rooms and descriptions but no monsters. The opening Notes for the Dungeon Master are masterful, great advice for every DM every when and where. The notes cover everything from background to hirelings. The last 7 pagers are for players, including henchmen, hirelings, sample characters and tips.

This is a rough module, no monsters are provided, nor are there any thematic clues as to what sort of beings should be found. This is great for someone who has a preset world, the module is ready to be plugged in. However, as a stand alone product the lack makes running the adventure cumbersome for the DM. Additionally, the upper level map is weird. It reminds me of Zork’s “you are in a maze of twisty little passages, all alike”. Player mapping is often a disaster, thanks to the twists, turns and goofy angles scattered around the upper level.

All and all, this module ranks a solid 3 stars of 5.

Where to buy:
Click for DriveThru RPG

Monday, January 18, 2016

The Martian by Andy Weir

Title: The Martian
Author: Andy Weir
Year: 2014
Pages: 384
Rating: ★★★★★

This review is a reworking of a 2016 post. 

This is a gripping novel about biologist and astronaut Mark Watney surviving Mars after an accident leaves him alone and stranded. Watney must overcome challenge after challenge, none of which seem contrived to hold on until... What?

No one back home knows Watney is alive, there is no rescue coming. He has supplies for a 50+ day mission for six, machinery that isn't designed to last more than 30 days and no hope. Watney has to make his own way, with only his know-how and the equipment left behind.

Watney comes to us via logs and down to Mars first person narratives, which are heart pounding, humorous and chilling by turns. No hands are waved on this techno-thriller, the story is pack full of details and observations that could right from NASA. No surprise here, Andy Weir is a lifelong programmer for a national laboratory and space enthusiast.  

This was a very interesting read as the premise was to build an engrossing story through the lens of engineering, failure and success. It is very much like the works of Robert Forward however Watney's character is in the driver's seat of the feats of engineering and not the math or the physics. All of the characters live and breathe in the novel where problem solving and engineering are a significant feature and purpose, but not the only one. There is a perfect tagline spoken by the hero: "Let's science the shit out of this", which is very apt.    

Sunday, May 17, 2015

Destiny Done…

Well, that day has come. I have completed all the missions and tasks with my Titan in Destiny.


As of right now, I do not have PSN, House of Wolves, or The Dark Below. I do plan on adding the expansion packs but I am not sure when.

Destiny’s delineation between PvP and PvE is nice. I find PvP to be annoying and Destiny’s model allows me to safely ignore it. I hate being pwn’d by a 12-year-old and Destiny lets me avoid it.
The style of stories shifts as the player progresses, and the planet system neatly ties them all together. The scenes on each world are really nice, except for The Moon. For whatever reason, the grey tones leave me with the impression that the map is more open than it really is. So far, I have killed myself by driving off the map more times than I can count. I could use a few more Vex encounters, but hey, that is what expansion is for. I can’t wait for more Vex. The Legionnaires and their cohorts are interesting and present new challenges. I also love the fact that Venus is presented as a very 1940s, swamp-like planet.
I’m torn. Destiny costs $50 bucks. I am fine with that, however, to continue receiving new challenges, you need PSN, PSPlus, and the expansion packs. That pushes the cost up to $135 for a year or $11.25 a month.

This is where I am torn. I am actually very happy to play a game for less than $12 a month. In addition to great new content and multiplayer, you are free to create 3 characters per profile on your PS4. All three of my kids, plus my wife and I can play this game. This is not true of most online games, normally we would need an account for each player.

As the father of three children, I have to say I find PS4’s limitation of 16 profiles to be spectacular. When I go to a hockey game or baseball game, all the tickets come in “4 Packs”, which sucks when you need 5. The pricing for the 5th ticket is pretty cheap, but the rigamarole of ordering is obnoxious. That doesn’t happen with 16 profiles, which is very generous.

I do find the PSN email requirements for children to be vexing (see what I did there?). I am not sure I want to arm my 10-year-old with an email address. As a happy medium, I created that email account but did not give my child the password. Sony needs to step up and create a more protective model.

I believe that the main hurdles are not created by Bungie, but by Sony. An internet-connected device that requires a separate monthly purchase to connect to some types of data is stupid. I hate it on my phone and I hate it on my games. Of course, Bungie does charge for new content, but that is offered a la carte. I don’t have to do it and still be happy.
So to wrap up, the plus/minus list for Destiny 

Pluses:
1. Inventive Storylines.
2. Nice gameplay.
3. Multiple expansions.
4. PvP or PvE, your choice.
5. Bungie’s website.

Minuses:
1. Sony’s PSN and PSPlus system.
2. Only three classes.
3. Lack of a manual.

On the whole, I really enjoyed Destiny. I can’t say I have seen every detail and facet, but all and all it is gratifying.

Friday, May 15, 2015

Nextbook NX785QC8G Review

My son recently purchased the NX785QC8G Nextbook at Walmart for $69.00.

This is a budget 8″ tablet, the screen is a smidgen under 8″.
I snapped a quick picture, sorry f9r the blow quality. The glass on this product is super high gloss and easily collect fingerprints, smudges, etc. However, the device feel solid and is equipped with a 3.5 mm headphone jack, a mini USB port, a micro HDMI port and an micro SD slot.
The Nextbook has 5.5 GB of memory which is on the light side for a game crazy child. My son found tht he didn’t enough room to install more games. We inserted a 4 GB micro SD card and discovered the tablet happily dropped downloaded apps on to the card by default. Nice feature. His only issue now is to maintain enough space for downloading and installing. Since he is living on just a few megs of space, there are days when he can’t install items without rebooting. Presumably, he is running with a lot junk open and the cache eats his free storage space.
The camera is so-so. It is on par with an old cell phone. The single speaker works as you would expect, but found that the volume is more than adequate.
At the end of the day, I can’t say this great tab but for $69 it is very reasonable.