Friday, October 30, 2009

Once More Into the NaNo...

It's my (pretty much) last chance attempt to talk anyone into getting on board the NaNo train. And because they can tell it much better than I can, here's the penultimate promotional mail from the organizers of NaNoWriMo, including a useful (but probably slightly exaggerated timeline):


Dear National Novel Writing Month Author,

Hi there! NaNoWriMo Program Director Chris Baty here. It's so great to have you writing with us! Before we get rolling, I wanted to send you a quick guide to our upcoming month of literary abandon.

Here's the plan:

Today: If you haven't already, please make a tax-deductible donation to help us pay for National Novel Writing Month and NaNoWriMo's Young Writers Program. NaNoWriMo is a nonprofit, and we've spent nearly half a million dollars getting this swashbuckling adventure ready for 150,000 adults and 35,000 kids and teens around the world. Our goal is to pay off this year's expenses and set aside enough to expand and improve both programs next year. With your help, we'll do it! Thank you so much to everyone who has donated so far!

Tomorrow: Make sure you've set your time zone correctly (it's under User Settings). Some word-count features appear and disappear at midnight on November 1 and November 30, so dialing those in now will save you stress later. Join a local region, and find out when and where the first novel-writing get-togethers (called "write-ins") for your city or town will be held.

October 31: Get your first pep talk email. You'll receive about three of these a week; one from NaNo staff and two from our panel of esteemed celebrity pep talkers. Spam filters love to eat pep talks, so if you don't get yours, just drop by the pep talk page (under Fun Stuff) where they'll be posted as soon as they go out. Our first guest pep talker will be Jasper Fforde; he'll be parachuting into your inbox next Wednesday.

November 1: At midnight, local time, start writing your book. You need to log 1,667 words per day to stay on par. The website will be very slow for the first few days of the event, but with patience you can update your soaring word count in that box at the top of our site. Watch your stats graph fill. Send a link to your author profile to your friends so they can follow your progress. Revel in the majesty of your unfolding story. It's November 1! You are an unstoppable novel-writing machine!

November 2: Stop writing. Wonder if you should start over. Keep going. Feel better.

November 8: As the first full week of writing comes to a close, you will be at 11,666 words. This is more fiction than most people write in their lifetimes, and you did it in a week. Go, you! This is also Municipal Liaison Appreciation Day, a raucous international holiday that celebrates NaNoWriMo's volunteer chapter-heads (the folks who organized the write-in you went to last week). Chocolate, flowers, and gifts of expensive electronics are appreciated.

November 13: Nothing really happens on November 13.

November 15: After the second week of writing, you will be at 25,000 words. This is the approximate length of such legendary works of fiction as The Metamorphosis, Of Mice and Men, and Twilight: The Complete Illustrated Movie Companion. You're halfway to winning! Attend a Midway Party in your town.

November 16: The second half of NaNoWriMo dawns. Writerly confidence builds. Your book comes to life, and characters start doing interesting, unexpected things. Nice. Weird.

November 22: After the third full week of writing, you stand at 35,000 words, the NaNoWriMo milestone universally recognized as The Place Where Everything Gets Much Easier. This is also when you fly out to San Francisco and join us for the Night of Writing Dangerously Write-a-thon, where you'll help us set records for group noveling and candy consumption.

November 25: Novel validation and winning begins, and Word-Count Progress Bars turn from blue (under 50K) to green (over 50K) to purple (over 50k and a verified winner!). Check our FAQs for details on uploading your manuscript and winning. A limited number of 2009 Winner T-shirts will appear in the store. These will make you smile, and will feature a squirrel.

November 26: American Wrimos celebrate the true meaning of Thanksgiving by gathering together with friends and family, wolfing down a huge meal as quickly as possible, and then ditching those friends and family to hide in the bathroom with a laptop.

November 30: By midnight, local time, we will all be the proud owners of 50,000-word novels that we barely could have imagined on October 31. Plan to attend your local NaNoWriMo Thank God It's Over Party, where grins will abound, champagne will flow, fives will be highed, and wrists will be iced.

You did it. We all did it.

December 1: Sleep will fall heavily across NaNoLand, as 150,000 writers close the book on a crazy, oversized dream.

December 2: The "I Wrote A Novel, Now What?" page goes up on the NaNoWriMo site, containing some special items for our winners from sponsors CreateSpace and Scrivener, along with advice on revision and next steps from published NaNoWriMo authors.

December 3: Rewrites begin.

It all starts very soon, brave writer! Here's to a great month together!

Chris
NaNoWriMo

Saturday, October 24, 2009

HouseTV Review: Stargate: Universe Episode 5 "Light"

Kobayashi Maru. For fans of sci-fi (Star Trek, in particular), it is generally a reference to a no-win scenario. In particular, it refers to the notion that how one faces death is just as important as how they face life.

Such is the nature of this episode. With the now powerless ship drifting towards a star, the crew of the Destiny face the prospect of certain destruction. Or most of them do, as a conveniently placed planet and a working shuttle offers the chance of life for a small fraction of them. The events leading up to the selection of that few and the aftermath of the result are what we bear witness to.

There are many minor moments here and there that give us more insight into each character. Col. Young attempts to be fair about how to select the shuttle occupants with his lottery, but at the same time shows he can be coldblooded as he threatens to remove people from consideration in said lottery for various infractions. Greer continues to be rough around the edges with pretty much everyone, but manages to show a "softer" side while talking to Young. Greer even goes so far as to wax poetic at the notion of their impending death, even if "what a way to go" isn't necessarily a calm, positive outlook.

But it's not all positive points. One of the biggest issues I have with this episode is the forced pairing of Lt. Scott and Chloe. Not only do they "hook up" in this episode, but there is little to no explanation about why they are so close. In fact, they don't even try. It's like they start holding hands after a meeting, and we have to just assume that there's more back story there. Or, as is more likely, they're just two poorly put together people.

Let's really look at this for a minute. We have Chloe, who has arguably spent more time hanging out with Eli at this point. She even seems to genuinely like him, even though we know they aren't going to let him get anywhere with her. And despite having a conversation or two with Scott, they have no chemistry whatsoever.

But part of that is because Scott is a virtual loser anyway. Lest we forget, our first view of him is with his pants around his ankles banging what we have to assume was the nearest piece of tail he could find (we note this since he later treats said officer with complete indifference). And now, we are to believe that he not only has feelings for Chloe, but that they are such very deep feelings that we are supposed to care about them, too. I don't generally consider love scenes to be all that wonderful an addition to a TV show (especially a basic cable one that's going to rob you of any naughty bits... ahem...), but I can't recall the last time I saw one and was bordering on repulsed by it. It only served to make both characters that much less appealing, so much so that I can only compliment Eli's restraint in only jabbing at them briefly.

And since I still count it as a character, let's put the ship on my gripe list now, too. It shouldn't come as any surprise that after teasing the ship's destruction at the hands of an angry sun, not only does Destiny not get destroyed, but it actually recharges. It would seem the ship is solar powered. In fact, it is so solar powered that it can actually fly through the sun. Mind you, I spent a few days last week arguing that I could accept that the Ancient communications stones could transfer consciousnesses across the universe seemingly instantaneously. But having said that, I have a hard time accepting that the ship that has been damaged to the level it has can just swoop on through the sun like it was no big thing.

Furthermore, the ship has shown that it's brilliant several times during these opening episodes, stopping at points that would allow itself and its occupants opportunities to save themselves. But alternatively, Destiny's autopilot will up and attempt to screw said crew over. It had to be forced to stay longer than it wanted during the opening mission, and now it couldn't even be bothered to slow down to let a shuttle catch up to it and land. Hopefully, there is a solid explanation for why it has these conflicts. I'd accept "system damage" as flawed as it would be, but I'm still hoping we find out that the ship is actually in a hurry to get somewhere that it needs to be. Otherwise, I'd think it could take an extra second or two to make sure it had all of its passengers before zooming off.

All in all, though, I did like the episode. They took what was an obvious false lead in the end of everything and managed to make a decent character driven story out of it. You genuinely feel the desperation of many of the characters during the lottery sequence, and it was nice to see the leads all having a fun, peaceful moment at the end of the episode.

If only Young hadn't derailed it with his intriguing but completely unnecessary accusation. It's a novel concept that Rush might be that manipulative, but after all but bending over backwards to try to get Rush in better with the rest of the crew, why would Young make a claim like that in public? Right now, it's like the show is trying its best to make sure you don't accidentally like anyone too much. Sooner or later, that's going to start wearing thin.

Rating: 6/10 (Better than the average formulaic episode, but still pretty by the numbers.)

Thursday, October 22, 2009

Minor (But Important) HouseKeeping

Some may have noticed a few... minor changes to the layout of Casa de House (and also to our sister site Planet Houston!). After railing about how indifferent and/or insensitive I thought Cris Collinsworth was being last weekend over many players, coaches and officials wearing pink trimmed accessories, it occurred to me that I hadn't done anything about it myself.

And while I'm sure I would look just dashing in a pink piece of clothing, I'm much more active (and visible) online. So for the remainder of the month (and possibly some time after it since I started so late) both sites will sport pink layouts in support of breast cancer awareness.

Because frankly, I have a mother and sisters, friends and acquaintances, and many have gone through a scare or two in their lives (several of which they probably never even shared with me). A little color change is the very least I could do.

HouseTV Review: Stargate: Universe Episode 4: Darkness

The new crew of the Destiny can't seem to get a break. They've only just resolved their issues with the air supply when they run into a new problem: power issues. While the rest of the crew pokes around various ship areas, Dr. Rush's obsession with the ship's dwindling power supply results in him blacking out shortly after the ship does. But even as the crew faces an uncertain future, the ship itself prepares to make a last ditch attempt to salvage their existence. But you know what they say about good intentions...

The good news is that I do enjoy watching this show. The overall theme and the dynamics provided are things that I want to see on television. I'll say again that I don't know how much of it is a clone of BSG (I still haven't seen much of that show; yeah, I realize that damages my sci-fi cred...), but I think it stands out on its own merits.

That said, one of the major things that is bothering me right now is pacing. Oddly enough, the episodes don't seem to move that slow in and of themselves. In fact, I was surprised at how much I enjoyed watching the two hour premiere a second time after thinking that its pacing was slow. But for some reason, when an episode concludes with an open ending, it just feels like they could have made more progress with the story.

Should there be plots and themes stretched out over multiple episodes? Certainly yes. But at the same time, you should feel some sense of resolution as the show moves on. This is the second time in four episodes where you get the feeling that the best part of a story has yet to be told. And while it's nice to have build-up, it feels more like the writers are saving the best parts for the second half, making me wonder just why I wasted my time with the first half.

Which makes it seem like I hated this episode, when the opposite is true. In honesty, it's the characters that drive the story, and they do the job well for the most part. Eli continues to be lovable as the everyman that will eventually be screwed (but not in the way that he'd like to be). Dr. Rush continues to be a pain in many peoples backsides, but at least we do continue to see that he has his reasons for acting the way he does and that he does actually care about them all surviving.

The other leadership continues to be shades of 'meh'. Col. Young is who you think you'd want in charge, but he seems to mishandle Rush just as often as he uses him as an asset. Col. Telford is such a huge A-hole that you can't find one redeeming thing about the way he acts (which means I should probably give a nod to Lou Diamond Phillips for managing to make him that grating). Lt. Scott is supposed to be the heroic action lead, but is far too needy for my liking at the moment.

And everyone else is still drifting aimlessly in the background, with only a brief moment of splendor to speak of. Or possibly two, if I count that one SGC chick with the huge bazooms. And big ups to Lt. Chesty for using her sex appeal to lure Eli into a trap, then acting irritated later while being ogled. Way to raise the standard there, lady...

But let us not forget the most dynamic character of them all: Destiny herself. As intelligent vehicles go, this ship scores right up there with KITT and other transports that are probably smarter than their occupants. The ship has already shown that it's more capable than its occupants by thinking ahead and attempting to provide them with what they need before they even realize they need it. Although as smart as it is, it makes you wonder how it got into the condition it's in, or why it's not just a little better at trying to provide needs.

And I know, as the show progresses, everyone should get fleshed out more. Which is good, because as much as I like this show, I feel like I should like it more. Now if only they don't go full sappy before my gag reflex is properly prepared for it... what happens this week? Aw, crap.

Sunday, October 18, 2009

HouseTV: Believe it or Not...


Many people (presumably my age or older, but perhaps a few retro fans besides that) will remember this show, but I felt the need to revisit it for a few reasons. I speak, of course, of The Greatest American Hero.

See, back before it was en vogue to do projects related to superheros and people were just getting used to believing that a man could fly, there was a man that was trying to embrace the idea himself.

I speak of Ralph Hinkley (played by William Katt), high school teacher and all around nice guy who is visited one night by strange aliens in the desert. No lie, this is how it all starts. It seems that because of his good nature and heart, he has been chosen to be a champion for justice. The aliens provide Ralph with a costume that grants him a wide variety of powers and abilities along with an instruction manual to guide him in the use of the suit. Ralph, as is the case in situations like this, promptly loses the manual, and with it, any chances of ever gaining full control of the super-suit.

And that's the main premise of the show. Ralph would often come to the aid of FBI agent Bill Maxwell (played by Robert Culp) and many times come into conflict in his relationship with girlfriend Pam Davidson (played by the disturbingly pretty Connie Sellecca). And of course, at various points in time, he would help any number of other assorted people and students, all while trying to figure out how to make his suit work.

As you'd imagine, the show is more of a comedy than a true superhero action show. Most of the time is spent showing the antics of Ralph and Bill getting into and out of trouble, with the occasional super feat tossed in at random points. There were two highly notable things about this show:

1) The super suit that Ralph had was awesome. And I don't just mean the design here (which in reality was pretty spiffy). Ralph was granted any number of powers by it, most notably flight, super strength and invulnerability (although since the costume granted the invulnerability, Ralph would end up covering his face anytime someone shot at him. Which makes no sense when you realize the number of times Ralph ran into/through stuff with no facial damage.) But on top of this, the suit also granted Ralph other abilities. He had psychometry, or psychic reading, which allowed him to see images of people by making contact with an object that they had touched. He could turn invisible. And there are no doubt any number of other things that I'm forgetting. If he had actually kept up with the manual for it, he would have been quite the force to be reckoned with. And he wasn't exactly chump change without the manual.

2) The show has perhaps one of the better and catchiest theme songs ever made. The DVD boxset for the show had a button on the front you could press to play the theme at will. And why not? Check this out.



And the show still has many fans floating around out there. There was recently work done on a comic book (which included as part of its writing team none other than William Katt). I stumbled across an interesting (if not disturbingly retro) web series based on the show on YouTube, and Nathan Fillon (you guys know him, right?) mentioned in an interview that he would be interested in playing the role in a feature film (even if he has a few weird ideas about it). So despite being dated as all get out and cheesier than Wisconsin cheddar factory, this show still remains a fond favorite of many, including yours truly.

Friday, October 9, 2009

A Primer on Stargate: Universe

So you missed the premiere of Stargate: Universe last week. Maybe you slept through it. Maybe you weren't all that interested in a new sci-fi show. Maybe you just didn't have the two hours to check it out any of the 200 times that SyFy will show it this week.

Well, fear not. In this (not so) small article, I will attempt to cover every major point that went down during the premiere episodes and go through the major players this far. With any luck, it will be just enough info to let you dive into the next episode of Universe without the hassle of having to watch the whole thing (although if you have the time, check it out; it's not a bad show, by any means).

It goes without saying that this primer contains MAJOR SPOILERS. If you'd rather watch the pilot, or if you don't want to be spoiled on some of its plot points, please stop reading now.

General Info:

SGC: Short for Stargate Command. The (mostly) military organization that oversees the Stargate Project on Earth. You should know this, but just in case you don’t here it is again. If anything, note that ‘SGC’ gets used as an abbreviation quite a bit of the time, both on the show and here.

Stargate: A device in the form of a big metal ring, the Stargate transports matter over long distances by generating a wormhole that connects it to another Stargate elsewhere in the galaxy. Gates are normally connected by “dialing” in an address that consists of seven coded symbols or chevrons that represent coordinates in space and the gate’s point of origin. In rare cases, gates have been able to dial addresses longer than seven chevrons.

Ancients: Name given to the race of people who originally designed and built the Stargate system. The Ancients are a race that precede most of the known history of most races in the SG universe. In fact, the reason that most of the races that the SGC encounters appear mostly or entirely human is that they are all descendants of the Ancients.

While the SGC tends to use some Ancient technology they have found or scavenged, much of that technology and how it functions remains a mystery to them.

Ascension: The process by which a corporeal being transforms their consciousness into energy and reaches a new plain of existence. Some time ago, virtually all of the Ancients ascended, leaving behind their technology, ships and bases to be discovered by others over the course of time.


SG: Universe-specific Info:

Eli Wallace: Eli is your average joe introduced in the form of a gamer geek. Eli solves a puzzle in one of his favorite video games and finds himself literally whisked away to SGC's offworld Icarus base. He is recruited because the puzzle he solved is actually part of an Ancient equation that will allow the SGC to dial a nine chevron address.

Icarus Base: An offworld base that has been specially built on a planet that has what's required to power a gate that will dial up a nine chevron code found in an Ancient archive. As has been discovered, dialing an eighth chevron sends them to a different section of the galaxy, so where this new gate goes is anyone's guess.

Dr. Nicholas Rush: The lead scientist overseeing the project at Icarus Base. When the base comes under a crippling enemy attack, Dr. Rush dials the nine chevron address instead of dialing back to Earth, sending the survivors of the attack to a mysterious ship in the outer reaches of space.

As evidenced by his first actions, Dr. Rush is driven just as much by his desire for discovery as he is for survival. This puts him continually at odds with the other survivors and the SGC crew in particular.

Lt. Matthew Scott: When their commanding officer is incapacitated during their escape to the Ancient ship, Lt. Scott is left in command of their operation. A seemingly capable leader, Lt. Scott ends up bumping heads with Dr. Rush on several occasions, in particular once Dr. Rush begins to claim that he is in command of the exploration/rescue effort.

Destiny: An Ancient vessel sent out on auto-pilot to explore the universe. The Ancients apparently planned to transport to it via its Stargate once it had gotten far enough out into the universe, but must have ascended prior to getting around to it. The ship is barreling along at Faster That Light (FTL) speed and has been damaged, with many of its systems currently offline or operating in diminished capacity. Of major import is that the air filtration systems are completely trashed and will only provide at best another day's worth of air.

There were several other ships deployed prior to the Destiny, also unmanned and tasked with the purpose of scanning ahead for planets with suitable atmospheres and creating Stargates for them. The Ancients, it would seem, planned their exploration out quite extensively.

Senator Alan Armstrong: A senator and supporter of the Icarus project, Sen. Armstrong and his daughter Chloe have the misfortune of visiting Icarus Base at the exact time that it gets attacked. Dragged with the rest of the survivors to the Ancient ship and suffering from a medical condition on top of a new injury, Sen. Armstrong chooses to sacrifice himself in an effort to seal off a damaged section of the ship. His efforts extend the amount of viable air left in the ship, but only provides a limited reprieve from the current crisis.

Col. Everett Young: The commander of Icarus Base, Col. Young is injured during the escape effort and rendered unconscious. Although still suffering ill effects after regaining consciousness, he reassumes command and attempts to use the Stargate on the ship to dial back to Earth, an effort that even he admits may not work.

When the ship drops out of FTL and the gate dials out to an address on its own, Col. Young forms a team tasked with going through the gate and exploring the world for items that might be able to fix the ship’s defective air systems.

And that’s about the gist of things for now. Check back later for more info and characters as they become more prevalent.