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Mailing List Logs for ShadowRN

Message no. 1
From: Dvixen dvixen@****.com
Subject: Ya know....
Date: Wed, 06 Oct 1999 20:00:08 -0700
If everyone keeps whining about release dates, I'm going to hire some
runners to teach every one a few manners.

Once again, it's time to explain to everyone WHY our fave game gets release
dates pushed back.

It's called Real Life.

There are barely over 20 people working at FASA, and they are trying very
hard to keep all 5 game lines coming out in as timely a fashion as possible.

Pretty much everyone at FASA is pulling double and triple jobs, something I
have a hell of a LOT of sympathy for.

Most importantly, they are TRYING! They are trying to put books out as
timely as they possibly can. They are trying to put out a book that will be
enjoyable, and well done. They are trying to put GOOD products on the
market. Try and give them a bit of respect for that, will you?

Seems everyone expects the world of others to be 'perfect' "I want my game
fix, and I want it in timely, regular doses. The books have to be released
in the order *I* want, when I want them."

Get a dose of Real Life. Things will get pushed back for whatever reason,
things are published in the order they are for a reason, even if the self
centered idjits don't believe there is a reason.

Of course I'm miffed the books are late, but *I* am quite willing to accept
that things happen. I'll simply make do in the meantime. I have much more
productive things to do with my precious time than complain about something
I have no control over.

Of course once the book comes out, everyone start whining and complaining
about what's in it, and they demand erratas. They wonder why more time
wasn't spent on the book getting things right, why this why that...

9-1-1-w-a-a-h. Here have some cheese. It's nice and sharp to go with that
petulant whine.

Take a chill pill, and the next time you find yourself complaining about
your fave book being late again, or something your cosider more worthy
being published after something you think is a waste of your *precious*
time, go jump off a skyscraper. The ground is a damned unforgivable
deadline. Tell gravity that you think the 14th floor should be between the
7th and 8th.

This thread dies. Take it off list, write it on your bedroom wall, just get
it out of my face. (Don't think I should be telling you that? Someone
obviously should be.)

Am I being sarcastic? Damn straight. Cinderous? Damn straight. I'm sick and
tired of everyone complaining about books being pushed back. It's like
listening to a two year old who knows his uncle has some cool new toys for
him, but he won't get them until his uncle's job brings him by.

Thank you for spoiling a good mood with the same old b*tchfest.
--
Dvixen - dvixen@****.com =-=-= Gallery - http://members.home.com/dvixen
Herkimer's Lair - http://shadowrun.html.com/hlair
"What's your sign?" - "Trespassers will be shot."
Comments/Questions accepted, flames dropped into the abyss.
Message no. 2
From: Demonnic Bloodbather demonnic@*********.net
Subject: Ya know....
Date: Wed, 06 Oct 1999 23:22:30 -0400
well, I give a big AMEN to that....


oh, and I'm back, kinda.
Message no. 3
From: strago@***.com strago@***.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 00:40:38 -500
Dvixen said,
<SNIP everything>
Well, I agree with what you said. As for the severe understaffing, I hereby
extend to FASA my wish to work for them. I just need to know where to send my
resume, and to what location I'd have to move if I received a position. Can
someone tell me? PLEASE? I REALLY want to work at FASA!!! Help me, please? I
think I'm qualified. I KNOW I'm qualified. I just need more information.
Now for the stuff for FASA to know:
While I have only been playing Shadowrun for 3 years, I am an English major
at Saint Joseph's University. For the past 3 years, I have been a Copy Editor
at the student newspaper on campus. I have also written for the paper for all
four years I have been at this fine institution. My command of the English language,
and my knowledge of the proper rules of syntax and grammar would aid FASA before
it sends its manuscripts to the printers.
SRGC v0.2 SR1! SR2++ SR3? h b++ B- UB- IE RN++ SRFF+
dl- sa++ ma++ sh+ ad m++ (o++ d+) gm+ M-
Message no. 4
From: Lee Decker deckerl@******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 08:30:32 -0400
<SNIP Dvixen>
Lighten up. I may have started the thread, so I will take some heat on this
one. But we aren't arguing. We are debating. Real life always get in the
way. So be it.
Message no. 5
From: Robert Blackberg Robert.Blackberg@***.FISERV.COM
Subject: Ya know....
Date: Thu, 7 Oct 1999 08:44:38 -0400
(Big Snip)

Gee Dvixin, you're so much better than the rest of us. I'm so blessed to be on your
mailing list.

Let's see: the subject was about Shadowrun, the persons involved were not flaming, and
they were following the rules listed in the FAQ.

My observations.

Robert (no cool tagline, just a plain line_________________)
Message no. 6
From: Arclight arclight@*********.de
Subject: Ya know....
Date: Thu, 7 Oct 1999 15:15:20 +0200
And finally, Robert expressed himself by writing:

> (Big Snip)
>
> Gee Dvixin, you're so much better than the rest of us. I'm so
> blessed to be on your mailing list.
>
> Let's see: the subject was about Shadowrun, the persons
> involved were not flaming, and they were following the rules
> listed in the FAQ.
>
> My observations.

My suggestion: head for the stairs...

arclight
Message no. 7
From: dbuehrer@****.org dbuehrer@****.org
Subject: Ya know....
Date: Thu, 07 Oct 1999 07:37:36 -0600
strago@***.com wrote:
\ Dvixen said,
\ <SNIP everything>
\ Well, I agree with what you said. As for the severe understaffing, I hereby
\ extend to FASA my wish to work for them. I just need to know where to send my
\ resume, and to what location I'd have to move if I received a position. Can
\ someone tell me? PLEASE? I REALLY want to work at FASA!!! Help me, please? I
\ think I'm qualified. I KNOW I'm qualified. I just need more information.

From their website:

"FASA Corporation is looking for an experienced, deadline-driven person to
fill the in-house position of assistant editor. The ideal candidate will
have exceptional copyediting, proofreading and rewrite skills. Some
experience in writing catalog and back cover copy and in working with
shared universes will be useful. Familiarity with the Shadowrun, BattleTech
and Crimson Skies game systems and universes is helpful. This position
requires knowledge of Microsoft Word and Macintosh systems; experience with
the Quark Xpress program is a plus. Send resume to Assistant Editor
Position, FASA Corporation, 1100 W. Cermak Road, Suite B305, Chicago, IL,
60608. No calls or email submissions will be accepted.


FASA Corporation is looking for experienced editors and proofreaders to
provide freelance services. Familiarity with the BattleTech, Shadowrun or
Crimson Skies game universes is helpful. Editorial work must be performed
using Microsoft Word 6.0.1. Send resumes and references to Freelance
Editor, FASA Corporation, 1100 W. Cermak Road, Suite B305, Chicago, IL,
60608. No calls or email submissions will be accepted."

Good luck :)



-Graht
--
"Today is the tomorrow you worried about yesterday ... and all is well."
Message no. 8
From: Richard Tomasso rtomasso@*******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 11:21:10 -0400 (EDT)
strago@***.com wrote:
> Well, I agree with what you said. As for the severe understaffing, I hereby
> extend to FASA my wish to work for them. I just need to know where to send my
> resume, and to what location I'd have to move if I received a position. Can
> someone tell me? PLEASE? I REALLY want to work at FASA!!! Help me, please?

Go to www.fasa.com, look up employment opportunities. Just so you know, they
aren't hiring staff writers (no one is), just editorial. If you think your
writing is better than what's out there now, ask Mike about freelancing.

In general, extending anything to FASA on this list is a waste of electrons.
I don't think Mike reads this list anymore, and such a message could easily
get lost in all the other traffic.
Message no. 9
From: Mark A Shieh SHODAN+@***.EDU
Subject: Ya know....
Date: Thu, 7 Oct 1999 11:45:39 -0400 (EDT)
Dvixen <dvixen@****.com> writes:
> Once again, it's time to explain to everyone WHY our fave game gets release
> dates pushed back.
>
> It's called Real Life.

Very true. However, I wasn't aware that M&M wasn't coming out
in Mid-October until a couple of days ago when the last round of "Hey,
my bookstore says November, is this 1998 or 1999?" happened.
Some of us aren't playtesters/writers/personal friends of FASA
employees, and it's really annoying when a book gets pushed back and
my best and most detailed source of information is my RPG store, who
can only tell me that their distributor doesn't have it yet each week
until it finally shows up.

In short, it would be very much appreciated if the people who
do know what's up with the books give some updates. If FASA says
mid-October and it slips, I'd like to know this before my RPG store
tells me that it won't be in next week.

Mark
Message no. 10
From: Strago strago@***.com
Subject: Ya know....
Date: Thu, 07 Oct 1999 11:57:28 -0400
dbuehrer@****.org wrote:

> strago@***.com wrote:
> <SNIP EVERYTHING AGAIN>

> Good luck :)
>

Thanks. Needless to say, as soon as I saw that, I busted out a copy of my resume and
will be spending the rest of my afternoon hunting down people to give me help with it.
It'll be in the mail (to both addresses) by tomorrow. ;^)

>
> -Graht
> --
> "Today is the tomorrow you worried about yesterday ... and all is well."
Message no. 11
From: Wordman wordman@*******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 11:57:46 -0400
Dvixen wrote:
> Most importantly, they are TRYING! They are trying to put books out as
> timely as they possibly can. They are trying to put out a book
> that will be
> enjoyable, and well done. They are trying to put GOOD products on the
> market. Try and give them a bit of respect for that, will you?

This is a legitimate criticism; however, I suggest that whining about not
being able to get X implies a lot of respect for X and for those who make X.
Otherwise, lack of X would not cause distress.

> Seems everyone expects the world of others to be 'perfect' "I
> want my game fix, and I want it in timely, regular doses. The
> books have to be released in the order *I* want, when I want them."

This is not legitimate criticism, because people are _not_ saying (in this
case) "books have to be released in the order I want when I want them".
People are saying "I want books when I was _told_ they would be released".
People would not be bent out of shape about the current schedule of M&M if
they were led to believe that it would first be available in, say, August of
2000.

It seems to me that FASA as a corporation knows its staffing levels, product
requirements and limitations. It also knows that "Real Life" happens. It
does not seem unreasonable that it could predict a rational release date. It
needs to learn to publish less optimistic release dates, then surprise
people if they can release early.

On the other hand, it does seem that many take this to seriously.

> I'll simply make do in the meantime.

Good advice.

> I have much more productive things to do with my precious time than
complain about
> something I have no control over.

Um... I'll leave that alone.

> go jump off a skyscraper. The ground is a damned unforgivable
> deadline. Tell gravity that you think the 14th floor should be
> between the 7th and 8th.

Again, while much of Dvixen's message is legitimate, the above example is
not an accurate reflection of the problem at hand, even given "artistic
license". Gravity never told us to expect the 14th floor between the 7th and
8th. Gravity knows its limitations; FASA, evidently, does not.

In the end, we can do nothing about FASA's behavior. We can, however, adjust
our expectations, realizing that when FASA says X, we can really expect X +
3 (or whatever).

Wordman

"Although large objects don't play by the same rules as the quantum
world, the squirrelliness of the tiny world makes you question what
you really know about anything."
- Scott Adams
Message no. 12
From: Frank Pelletier (Trinity) fpelletier@******.usherb.ca
Subject: Ya know....
Date: Thu, 7 Oct 1999 11:53:58 -0400
Dvixen <dvixen@****.com> once wrote,

(snipped the rant)

You know, it's very true. It IS getting tiresome. Am I pissed that
their products always get pushed back? Of course. Am I tired of hearing
the same old rants when they do get pushed backs? Sure thing.

Now, DV, from the tone of your post, we should take the "old benevolent
aunt" attitude. "Poor things, they're so overloaded, let's give 'em some
slack". As I said, while I'm tired if SEEING the "Late again!" rants,
they
always have a point. This is a business. There are deadlines. I think,
with all due respect, and with God's Grace and Gurth's Stairs protecting me,
that FASA has gotten a little too complaiscent about these things. I mean,
when's the last time we saw a SR product on-time? SR3, I think. Last
summer.

Problem is, people are loyal to FASA. Too loyal. They have an excellent
product, and this alone (plus, that loyalty factor), keeps us from going to,
says, Cyberpunk 2020, even despite the numerous delays. Only in the gaming
industry, and probably in the computer games industry (Diablo 2, etc.),
would you see this. Any other industry would have clients migrating
towards comparable products, since the "I can wait factor" becomes a lot
less plausible once you have alternative products that fill the same niche.

SR has no competition to speak of. It really saves their skins. If there
was a comparable product, of the same quality, and with on-time release
dates, would we be having this discussion?

You miss a deadline once, it's okay, you cope. Twice, you wonder about
their organizational structure and workforce. Always, you wonder if the
product will even survive.

Does FASA want to keep SR?

( I know it does, don't get me wrong. It was a rhetorical question.)

Trinity
---------------------------------------------
Frank Pelletier
fpelletier@******.usherb.ca
"Let them hate me, provided they fear me" - Atreus

Trinity- on the Undernet and EFNet
Message no. 13
From: Paolo Marcucci pmarcucci@******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 09:38:08 -0700
>Wordman
>
>"Although large objects don't play by the same rules as the quantum
>world, the squirrelliness of the tiny world makes you question what
>you really know about anything."
> - Scott Adams

*WARNING* *NETIQUETTE BREACH*

Lester, that's too cool. I received the same thing this mornig and that
theory stands firmly against casual observations :)

For anybody wondering what are we talking about....

From the Dilbert newsletter
----------------------------------------
As you know, after Dogbert conquers the planet, the people who
subscribe to the Dilbert Newsletter will become Dogbert's New
Ruling Class. Those who are not in the DNRC (the Induhviduals)
will be our domestic servants. When that day comes, DNRC members
can pick their own professions. I plan to become a crackpot.

Crackpot is an excellent job because the expectations are so low.
No one ever tells crackpots that they should be doing more.

My particular field of crackpot expertise will be physics. I think
it will be easy to blend in with the real physicists. In physics,
lots of accepted theories make no sense and no one seems to care.
Luckily I have unkempt hair and I wear glasses. Add those
qualities to my complete lack of social skills and I'm practically
a scientist already.

Did you know that if you got in a rocket ship and raced a beam of
light, the light would always be faster than you by exactly the
speed of light, no matter how fast you went? It sounds like a
crackpot idea but it's Einstein's theory. Most scientists agree
that Einstein is right even though it makes no sense.

Einstein also figured out that time is slower for things that move
fast. In my ongoing quest to win the Nobel Prize without doing
anything hard, I have developed a crackpot theory for why
fast-moving things have slower time.

Crackpot theory:

Imagine an object moving between two points. The normal view is
that the object occupies each and every position on its path until
it reaches its destination. But the number of possible positions
between any two points is infinite. Does it make sense that an
object could occupy infinite positions in space in a finite period
of time?

Let's say no, or else my crackpot theory falls apart.

Under my crackpot theory, objects actually disappear and then
reappear along their path. They only seem to move because it
happens so quickly. Slow objects pop into existence slightly ahead
of their last position. Fast objects pop into existence far ahead
of where they were last; that's what makes them seem fast. So for
any given distance, the fast-moving objects pop into existence
fewer times along the path, like a long-legged runner who needs
fewer strides.

A fast-traveling clock, for example, would have less time in
existence to tick. If you could see it whizzing past you, it would
appear slow.

Obviously all of this popping in and out of existence would have to
be happening so fast we can't notice or measure it.

It might seem impossible that objects pop in and out of existence.
But physicists know that's exactly what happens in the super-tiny
quantum world. Matter jumps in and out of existence continually.
Although large objects don't play by the same rules as the quantum
world, the squirrelliness of the tiny world makes you question what
you really know about anything.

As with most of my theories, this one doesn't hold up to close
scrutiny, but it's surprisingly resilient to casual criticism.
------------------------

SRobs: uh... I can't think of any :)

-Paolo
Message no. 14
From: Lee Decker deckerl@******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 12:32:23 -0400
>
> Very true. However, I wasn't aware that M&M wasn't coming out
> in Mid-October until a couple of days ago when the last round of "Hey,
> my bookstore says November, is this 1998 or 1999?" happened.
> Some of us aren't playtesters/writers/personal friends of FASA
> employees, and it's really annoying when a book gets pushed back and
> my best and most detailed source of information is my RPG store, who
> can only tell me that their distributor doesn't have it yet each week
> until it finally shows up.
>
> In short, it would be very much appreciated if the people who
> do know what's up with the books give some updates. If FASA says
> mid-October and it slips, I'd like to know this before my RPG store
> tells me that it won't be in next week.
>
Heh..that is ok. I know several gaming stores that aren't particulary
pleased with FASA since
their release dates are so flaky. Albeit the gaming store folks here in
Charlotte, aren't the brightest, but
still. The list is usually the best source, the web site a far far distant
second, and the gaming stores even farther down the food chain.
Message no. 15
From: Wordman wordman@*******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 15:47:45 -0400
Paolo wrote:
> *WARNING* *NETIQUETTE BREACH*
> Quotes Scott Adams
>> As with most of my theories, this one doesn't hold up to close
>> scrutiny, but it's surprisingly resilient to casual criticism.
> ------------------------
>
> SRobs: uh... I can't think of any :)

The trick is to attack the basic assumption of the theory: "Does it make
sense that an object could occupy infinite positions in space in a finite
period of time?". The answer to this is yes. The reason is that the finite
period of time (like any number) can be broken into infinitely _many_
subsegments. For each of those subsegments, the object occupies _at_least_
one exact point in space. Since there can be infinitely many time
subsegments during the journey, there can be infinitely many points in space
in the journey as well.

On the other hand, if time were quantized...

Interestingly, Mr. Adams describes the world of a video game, where both
time and space is quantized.

Wordman
Message no. 16
From: dbuehrer@****.org dbuehrer@****.org
Subject: Ya know....
Date: Thu, 07 Oct 1999 13:56:31 -0600
Wordman wrote:
\ Paolo wrote:
\ > *WARNING* *NETIQUETTE BREACH*
\ > Quotes Scott Adams
\ >> As with most of my theories, this one doesn't hold up to close
\ >> scrutiny, but it's surprisingly resilient to casual criticism.
\ > ------------------------
\ >
\ > SRobs: uh... I can't think of any :)
\
\ The trick is to attack the basic assumption of the theory: "Does it make
\ sense that an object could occupy infinite positions in space in a finite
\ period of time?". The answer to this is yes. The reason is that the finite
\ period of time (like any number) can be broken into infinitely _many_
\ subsegments. For each of those subsegments, the object occupies _at_least_
\ one exact point in space. Since there can be infinitely many time
\ subsegments during the journey, there can be infinitely many points in space
\ in the journey as well.
\
\ On the other hand, if time were quantized...
\
\ Interestingly, Mr. Adams describes the world of a video game, where both
\ time and space is quantized.

Does that mean that both time and space are quantized in the Matrix?

-Graht
--
"The battles that count aren't the ones for gold medals.
The struggles within yourself; the invisible, inevitable
battles inside all of us; that's where it's at."
-Jesse Owens
Message no. 17
From: Strago strago@***.com
Subject: Ya know....
Date: Thu, 07 Oct 1999 16:41:59 -0400
dbuehrer@****.org wrote:

> Wordman wrote:
> \ Paolo wrote:
> \ > *WARNING* *NETIQUETTE BREACH*
> \ > Quotes Scott Adams
> \ >> As with most of my theories, this one doesn't hold up to close
> \ >> scrutiny, but it's surprisingly resilient to casual criticism.
> \ > ------------------------
> \ >
> \ > SRobs: uh... I can't think of any :)
> \
> \ The trick is to attack the basic assumption of the theory: "Does it make
> \ sense that an object could occupy infinite positions in space in a finite
> \ period of time?". The answer to this is yes. The reason is that the finite
> \ period of time (like any number) can be broken into infinitely _many_
> \ subsegments. For each of those subsegments, the object occupies _at_least_
> \ one exact point in space. Since there can be infinitely many time
> \ subsegments during the journey, there can be infinitely many points in space
> \ in the journey as well.
> \
> \ On the other hand, if time were quantized...
> \
> \ Interestingly, Mr. Adams describes the world of a video game, where both
> \ time and space is quantized.
>
> Does that mean that both time and space are quantized in the Matrix?
>

Pardon this poor English major and his incompetence with all things mathematical
and scientific, but what would this MEAN? What would the significance of this fact
mean in Shadowrun, and the Matrix specifically?

>
> -Graht
> --
> "The battles that count aren't the ones for gold medals.
> The struggles within yourself; the invisible, inevitable
> battles inside all of us; that's where it's at."
> -Jesse Owens

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+) gm+ M-
Message no. 18
From: abortion_engine abortion_engine@*******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 16:44:15 -0400
> > <SNIP>
> >
> > \ The trick is to attack the basic assumption of the theory: "Does it
make
> > \ sense that an object could occupy infinite positions in space in a
finite
> > \ period of time?". The answer to this is yes. The reason is that the
finite
> > \ period of time (like any number) can be broken into infinitely _many_
> > \ subsegments. For each of those subsegments, the object occupies
_at_least_
> > \ one exact point in space. Since there can be infinitely many time
> > \ subsegments during the journey, there can be infinitely many points in
space
> > \ in the journey as well.
> > \
> > \ On the other hand, if time were quantized...
> > \
> > \ Interestingly, Mr. Adams describes the world of a video game, where
both
> > \ time and space is quantized.
> >
> > Does that mean that both time and space are quantized in the Matrix?
> >
>
> Pardon this poor English major and his incompetence with all things
mathematical
> and scientific, but what would this MEAN? What would the significance of
this fact
> mean in Shadowrun, and the Matrix specifically?
>
That's the great thing; ABSOLUTELY NOTHING!

Some days I wish I hadn't left the field. :)
Message no. 19
From: Paolo Marcucci pmarcucci@******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 14:02:45 -0700
-----Original Message-----
From: Strago <strago@***.com>
>Pardon this poor English major and his incompetence with all things
mathematical
>and scientific, but what would this MEAN? What would the significance of
this fact
>mean in Shadowrun, and the Matrix specifically?


WARNING: i'm skipping quantum physics explanations, here. This is just the
layman version.

Ok, time and space as we know it is not quantized. What does it means?

Let's see an example. Your monitor is quantized. You have a finite number of
pixels going from the left to the right of the screen. If you want to move
an object on the screen, you cannot move it by less than the pixel to pixel
distance (if you want to notice movement). So you have a finite number of
steps (quanti) to define a finite length measure. Now imagine your finger on
the monitor. Now move it from the left to the right of the screen. You will
notice that you can move your finger by a distance less than the pixel width
and still notice movement. This means you have more quanti, or that those
quanti (plural for quantum) are smaller than the pixel's width. If you have
enough patience and enough good sight, you'll notice that you can reduce the
quantum width as much as you want, so increasing the number of quanti needed
to travel a finite space proportionally. You can increase them, actually, to
an infinite number. This means that there is no limit to how small a quantum
can be.

Now, the difference between a quantized and a non-quantized space (and time)
is exactly this: in a quantized space you have a finite maximum number of
steps needed to travel a finite distance. In a non-quantized space, you have
an infinite number of steps needed to travel a finite distance.

The matrix is quantized. The graininess (or the dimension of the matrix
quanti) can be as fine as we want, and it probably depends on the computing
power of the host, but there are a finite number of steps to travel a finite
distance. I think time will be quantized too, at least for what regards
system operations, if not subjective perception. Probably the time quantum
is as big as the clock cycle of the host (ie: if the host CPU runs at 1Ghz,
the time quantum is 1/1,000,000,000 of a second. There cannot be events
closer than a billionth of a second. That's quantized time)

Hope it's clear....

-Paolo
-----------------------------------------------------------------------
World Politeness Through Superior Firepower
Message no. 20
From: Strago strago@***.com
Subject: Ya know....
Date: Thu, 07 Oct 1999 17:11:44 -0400
Paolo Marcucci wrote:

> -----Original Message-----
> From: Strago <strago@***.com>
> >Pardon this poor English major and his incompetence with all things
> mathematical
> >and scientific, but what would this MEAN? What would the significance of
> this fact
> >mean in Shadowrun, and the Matrix specifically?
> <Snip science for non-scientists>
>
> Hope it's clear....
>

Reasonably, but does that mean that the potential for movement in the Matrix
will not be as slight as in RL? Pardon me if this is unclear, what I'm trying to
ask is if you won't be able to make as slight or subtle a movement in the Matrix
as you would in the real world.

>
> -Paolo
> -----------------------------------------------------------------------
> World Politeness Through Superior Firepower

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+) gm+ M-
Message no. 21
From: Paolo Marcucci pmarcucci@******.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 14:26:14 -0700
>Reasonably, but does that mean that the potential for movement in the
Matrix
>will not be as slight as in RL? Pardon me if this is unclear, what I'm
trying to
>ask is if you won't be able to make as slight or subtle a movement in the
Matrix
>as you would in the real world.


Yes. Of course that varies with your definition of subtle. I think that it
all depends on the quality of the host. If you're in an UV host, you can see
everything, every single eye movement, every breath. If you're in the Ole
Brumby Inn matrix, probably your perception will be choppy.

Another good example I can give you is a digital movie. By definition is
made of frames (quanti), but the retinal persistance makes the vision of
series of frames with a sufficiently fast rate like they were a continuous
stream of images. We know it's not true, but it sure seems like.

So, to answer your question, if the time/distance covered by a slight
movement is greater than the quantum dimension, you'll see it, if it's
smaller, it will be lost between two quantum states. See my previous post
for how much time is quantized on a host :)

-Paolo
-----------------------------------------------------------------------
World Politeness Through Superior Firepower
Message no. 22
From: Strago strago@***.com
Subject: Ya know....
Date: Thu, 07 Oct 1999 17:35:24 -0400
Paolo Marcucci wrote:

> >Reasonably, but does that mean that the potential for movement in the
> Matrix
> >will not be as slight as in RL? Pardon me if this is unclear, what I'm
> trying to
> >ask is if you won't be able to make as slight or subtle a movement in the
> Matrix
> >as you would in the real world.
>
> Yes. Of course that varies with your definition of subtle. I think that it
> all depends on the quality of the host. If you're in an UV host, you can see
> everything, every single eye movement, every breath. If you're in the Ole
> Brumby Inn matrix, probably your perception will be choppy.
>
> Another good example I can give you is a digital movie. By definition is
> made of frames (quanti), but the retinal persistance makes the vision of
> series of frames with a sufficiently fast rate like they were a continuous
> stream of images. We know it's not true, but it sure seems like.
>
> So, to answer your question, if the time/distance covered by a slight
> movement is greater than the quantum dimension, you'll see it, if it's
> smaller, it will be lost between two quantum states. See my previous post
> for how much time is quantized on a host :)
>
> -Paolo
> -----------------------------------------------------------------------
> World Politeness Through Superior Firepower

Thanks for taking the time (and patience) necessary to pound that through my
thick-headedness. It'll help me with RPing in the Matrix. Now small subtleties
MIGHT be lost, much to the chagrin of the PCs *Evil GM Grin*.

--
--Strago

The gene pool in the 21st century needs a deep cleaning. I am the chlorine.

SRGC v0.2 !SR1 SR2++ !SR3 h b++ B- UB- IE+ RN++ sa++ ma++ ad+ m+ (o++ d+) gm+ M-
Message no. 23
From: Ereskanti@***.com Ereskanti@***.com
Subject: Ya know....
Date: Thu, 7 Oct 1999 23:54:05 EDT
In a message dated 10/7/1999 8:38:22 AM US Eastern Standard Time,
dbuehrer@****.org writes:

>
> From their website:

*Thank You* David, this is what I was looking for.

-K
Message no. 24
From: Starrngr@***.com Starrngr@***.com
Subject: Ya know....
Date: Fri, 8 Oct 1999 02:52:32 EDT
In a message dated 10/7/99 6:16:03 AM Pacific Daylight Time,
arclight@*********.de writes:

> My suggestion: head for the stairs...
>
> arclight

I'm Right AHEAD of you, Arc....
Message no. 25
From: Wordman wordman@*******.com
Subject: Ya know....
Date: Fri, 8 Oct 1999 14:10:24 -0400
> quanti (plural for quantum) are smaller than the pixel's width.

Picking nits here, but I think "quantum" is plural, and "quanta" is
singular.
Message no. 26
From: Marc Renouf renouf@********.com
Subject: Ya know....
Date: Fri, 8 Oct 1999 14:28:11 -0400 (EDT)
On Fri, 8 Oct 1999, Wordman wrote:

> > quanti (plural for quantum) are smaller than the pixel's width.
>
> Picking nits here, but I think "quantum" is plural, and "quanta"
is
> singular.

Other way around. One quantum, two or more quanta. One datum,
two or more data.

Marc
Message no. 27
From: Paolo Marcucci pmarcucci@******.com
Subject: Ya know....
Date: Fri, 8 Oct 1999 12:25:57 -0700
-----Original Message-----
From: Marc Renouf <renouf@********.com>
To: shadowrn@*********.org <shadowrn@*********.org>
Date: Friday, October 08, 1999 11:30 AM
Subject: RE: Ya know....


>
>
>On Fri, 8 Oct 1999, Wordman wrote:
>
>> > quanti (plural for quantum) are smaller than the pixel's width.
>>
>> Picking nits here, but I think "quantum" is plural, and
"quanta" is
>> singular.
>
> Other way around. One quantum, two or more quanta. One datum,
>two or more data.
>
>Marc


Yeah, but quanti is plural for quanto in italian. We got rid of those stupid
latin words centuries ago...

<g>

-Paolo
-----------------------------------------------------------------------
World Politeness Through Superior Firepower

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