Airecon in my local gaming convention, but I've never been properly*, mainly as it is very boardgame focused. However, over the last few years, that has been changing. One of my fellow Garricon organisers, Graham, has been helping to organise a roleplaying section to the event. This has been growing steadily, and had 18 tables available in each organised slot, with 16 games offered consistently throughout the weekend.
*I did pop in a couple of years ago for an hour (which cost me a full day's ticket) to catch up with Graham and Tom and was really impressed at the scale and shear organisation.
Graham asked me to run some games, so I pitched two City of Mist and one Traveller scenario for the Saturday and Sunday. I deliberately picked the four hour slots as I know I most comfortably run games around 3.5 to 4.5 hours. However, the turn around between slots was small so there wasn't really scope to overrun. Saturday was the City of Mist day, with my forever game Traveller on Sunday. I'd run all the scenarios pitched at conventions before, so I knew they worked fine.
I had this mad idea that I'd take the bus from home to the convention, but that fell by the wayside when I realised that there wasn't a bus late enough for the Saturday evening slot (finishes at 23:00, last bus around 22:40) and that I'd finish gaming on Sunday and not be home for another hour and a half (on a twenty minute journey). So it was parking at the local multi-storey carpark for the day. However, aside from food that was my only real expense for attending, as you get a free ticket if you are running.
Preparation for the convention was quite gentle, as I'd run the games before. I spent a bit of time pulling together an updated City of Mist cribsheet (the one from the starter set evolved to have all the critical moves and some guidance), and then just checking I was happy.
I arrived in Harrogate just after 10:00, and was in the venue queue shortly after. As entry requires a bag search (every day) it was slow but steady with two doors open. I had a clear slot, so I wandered towards the trade hall to have a look and coincidentally bumped into Graham, who had already had a full day of being the Roleplaying Tsar.
The trade hall was heaving. Fortunately, I wasn't there for any boardgames. The roleplaying vendors were limited in number, but did have a good selection. However, there was nothing I was especially after and I managed to talk myself out of any new Mothership material or the Ronin Mork Börg hack. I did grab a new hard dice tray, as my existing neoprene ones have all developed creases. I said hello to Fil and Paul at All Rolled Up who seemed to be very busy (which is exactly what they'd want).
After my initial reconnaissance, I headed off to find the Queen's Suite, where the roleplaying games were being held. I resisted the Bring and Buy as there was a huge queue of people looking for bargains and dropping off games, and passed the Chaosium stand. Lunch was a sandwich from one of the many food stands. Airecon has a great selection, and even if the food hall is a bit of a trek, the food on offer is worth a look.
And then it was time for games. I set the table up, and as ever, City of Mist looks really impressive on the table.
My first game was 'The Uninvited Guest' (the 'Unwanted Guest' in the Local of Legends book) which I'd run recently at Revelation. I'd originally got three sign ups that Graham was aware of, but people were signing up until right before the sessions so you had no idea whether you'd have a full table or not. As it happened, I needed up with two people as one had dropped out. That pushed us towards a more initimate investigation, probably a bit more like the genre (which I describe as Netflix Marvel) that the game emulates so well. I gave the players a few experience bumps (three each) to compensate, and we explored the scenario. It never fails to amaze me how differently different groups of people approach the same problem. It's one of the fun things of running the same scenario again as a GM.
Characters in play: Declan L'Estrange and Bassie.
Ultimately, they prevailed, and seemed very happy with the outcome. One of the players went away happy, as they'd wanted to understand how to play the game as they had it, but didn't quite grok it.
I dived out from the gaming area and grabbed a pizza in the food hall. The guy making it was worried I'd be disappointed, as it was on the gluten-free base, but it was just what the doctor ordered. It was nice to catch up with an old friend over the meal.
My second game was 'The Maestro of Chalk', which was also from the Local Legends book. I'd previously run this at Revelation in 2024, and it'd presented some challenges with character selection that I'd taken onboard. I'd addressed this for both games by pulling out the pre-generated characters that were a bit too focused for the scenarios. This worked well, and I don't think that anyone felt that they were limited in choice.
I had a full house for this game, five players, several of whom I knew from other conventions. They seemed to click as a group, with lots of interplay and zing at the table. I had a lot of fun as part of the opposition they faced could beguile people, and face danger rolls kept on getting failed and people kept on giving the opposition lots of updates on their investigation. They faced down a very dangerous threat which could cause a lot of damage, and worked out its weakness. It was amusing to see a monster taken down by spraying it with a one litre bottle of mineral water! Overall a fun game!
I didn't rush in on Sunday morning, as I wasn't running again. Arrived, cleared through the bag checks and had a wander around the trade hall and then a look through the bring and buy. Picked up a boardgames on spies (City of Spies - Estoril 1942) which looked intriguing and cost a whole £10. The bring and buy seems magnificently organised.
Quick chat with David Scott on the Chaosium stand. We've not talked for years and it was nice to see him. Sadly, most of what Chaosium produces isn't my cup of tea these days.
I had a good natter with Graham as he was diligently signing thank you cards for GMs, then we went and hit the street food. I had a lovely lamb, couscous and salad dish.
My final game was the misleadingly titled 'A nice and easy in and out' for Traveller. Nominally, I was using Cepheus Universal, which is functionally Mongoose Traveller 1e (and not that far from 2e), but it all faded into the background.
Some more drop outs and I had two players arrive. I started setting up and explaining how the game and characters worked, then another player walked up and asked if they could join as the game they were in wasn't running. I welcomed them to the table and passed them the remaining characters to check out, and started my introductory spiel again. And then another person came up and asked me if they could join in. They were a volunteer but weren't needed right now. I welcomed them too, and started to do the introduction again.
It was that point where I realised that I had a table of players who had never played Traveller before and wanted to find out about the game. It always makes me nervous, as I'm showing them my forever game and I want them to love it! I was also conscious that I was running a scenario that didn't really showcase the Charted Space setting. However, I knew that it had worked well at TravCon 2024 and I've been running Traveller for over forty years so the system isn't a challenge for me.
The scenario is a simple heist and double cross, which seemed to go down well. There was a bizarre moment when one of the players started laughing, then explained that the warehouse map I'd just opened had been used in another scenario that they'd played the previous year on the Sunday. I guess it's a small world and the Loke Cyberpunk battlemaps are really good. I used some of the tricks from TravCon, stealing the Legwork and Alertness clocks concept from The Sprawl again.
The player who had arrived last dropped in and out of the game; I wasn't sure how much they'd enjoyed it but at the end they had a really enthusiastic and animated chat with me which suggested that they had. Another of the players had a skim of the Mongoose 2e rules on my iPad and liked what they saw. I'm hoping I've won another few people over to the game, if not the setting.
Then it was time to go, and I headed out from a convention hall that was being packed up without a care in the world and no need to check everything was okay. I should do more cons when I'm not in charge! I intend to return to Airecon next year.
A printed out copy of 'The Jägermeister Adventure'.
The Jägermeister Adventure is a 127-page mini-campaign for Traveller/Cepheus by Moon Toad Publishing, which should give around six sessions of play. It is available as a PDF only at the moment - I printed a hardcopy for use at the table shown in the image above because I plan to run this with my gaming group next.
The Jägermeister Adventure has the characters as a bounty hunting team who end up in pursuit of fugitive who may ultimately threaten the well-being of tens of thousands of people. However, when they start the chase, all they know is that the individual, Eric Voss, was on the defeated side of a war that ended with a strategic exchange of nuclear and other weapons of mass destruction, a war which rendered the planet Valkos a Red Zoned radioactive hell-hole, and that he is wanted for theft of documents from the Grand Imperial Library of Kahn. Lethal force has been authorised and he is believed to be armed and dangerous.
The book is set in the Minerva Cluster, somewhere on the fringes of the Imperium. Key maps and background are provided for the star systems, planets and locations likely to be visited during the campaign. These are all produced to an excellent standard. There are deckplans, illustrations and statistics for four different starships including the Jäger-Class Bounty Hunter vessel that the players will be using as they take their roles as shareholders of Assured Couriers GmbH, a courier and package retrieval (aka bounty hunting) service.
The various worlds that the campaign visits are all very distinct and a degree of wits will be needed to succeed in the hunt for Voss, if only because they have limited legal authority. The campaign is not shy about presenting hard moral decisions or showing the realities of the aftermath of total war. Although Voss' motivations are understandable, it doesn't make them palatable and the consequences of failure are high stake.
The book repeats some elements of Moon Toad's Bounty Hunter Handbook. I'll be reading that and the Mongoose Publishing Bounty Hunter book over the next month as I prepare to run the campaign. There are references to a couple of other ships that Moon Toad have released as supplements, but they aren't key to the plot so you don't need to own them (but may well want to).
Written and illustrated by Ian Stead, Tom Price and Neil Grant, this is the kind of Traveller adventure I like, grounded and gritty, but with spaceships and the future.
Overall this seems excellent and I look forward to trying it out at the table.
I didn't post anything on the roleplaying games I'd played in January as there were none, but things took off in February. I had 10 game sessions in total, five from regulars and five from Revelation which I have covered in another post earlier.
The final picture from Shadows of Atlantis as we wrapped up.
The regulars were two sessions of Trail of Cthulhu's Eternal Lies and then three sessions of Shadows of Atlantis for Achtung! Cthulhu. Those were the last sessions of the Atlantis campaign, which came to an end after 28 sessions having started back at the end of 2023. Overall, I enjoyed the campaign but I've no hunger to run any more of the setting and system, so I've started to sell it off (just the core rules left now). I'm working out what to run next; Traveller is leading the list.
Eternal Lies in full flow.
Eternal Lies continues to delight, and it is the most intense roleplaying that I have done, and something I look forward to. I feel disappointed when we have to postpone sessions. We're 52 sessions into this campaign, which has slow burned as we started it in 2021!
I'm drawing on face-to-face versus online this year. The online is either Roll20 or Zoom at the moment.
February was a month with lots of reading; twelve books and 3,039 pages which is higher than my usual. Three roleplaying game books, one graphic novel and the rest were a mixture of fiction. I have also been working my way through an audiobook which is around the nineteen hour length but I didn't quite finish that in the month.
The graphic novel was the latest compiled volume in Titan's Blade Runner line, called Tokyo Nexus. It didn't add a lot new to the canon, but it was an interesting perspective of a city and culture that I haven't seen before in this universe.
One of the roleplaying games, Comrades, was a re-read as I ran it at Revelation 9 this month. If you fancy a game which gives you the chance to play a revolutionary cell against an oppressive regime, then it may be the Powered by the Apocalypse game for you. The other two books were both supplements for the Traveller roleplaying game, my forever game. I read Solomani Front, the sector guide book to the region of space that includes Earth, a literal frontline. Lots to go at in this one and it definitely gives a different perspective on the Third Imperium (as an occupying power). I also read Rim Expeditions, which is focused on the exploration missions far to rimward that the Solomani Confederation is staging. Again, a useful and different addition.
On to novels; I ended up reading more crime based novels than usual. There's no real reason, but each book I read tends to be a reaction to the one before.
Satu Rämü's Grave in the Ice and The Clues in the Fjord are the first two of four (so far) Icelandic noir crime thrillers, and very enjoyable reads too. Bizarrely, the English editions have dramatic titles whereas the Icelandic editions use the names of characters in the books instead. The stories relate to the work by the only detective in a remote part of Iceland who is partnered by a Finnish intern officer. I will continue reading this series when the next few drop.
I also read The Undoing of Violet Claybourne which I thought was going to be some kind of cozy manor Agatha Christie style manor house tale but it was so much more. The tale tells of two young girls, one from a privileged background (think Downton Abbey but down at heel) who meet at boarding school. The less privileged one is invited to stay for Christmas and she is drawn into events and her loyalty to her friend is put to test by the friends older siblings. The repercussions get followed through to the Second World War and beyond. It was done very nicely and a touch more brutal than I expected.
Full Dark House is the first Bryant & May mystery from Christopher Fowler (who I first encountered with Roofworld). It follows the first and last jobs of a pair of detectives who lead the Peculiar Crimes Unit. The Blitz is underway and there is a murder in a theatre which them must solve. Cutting to the modern day, Bryant is murdered and May must uncover the links back to their first case. This was a steady paced delight, and I'm glad I picked up a good few of these recently when they were promoted at 99p each.
I dived in the British noir of Ted Lewis' Get Carter. It's a long time since I saw the film so this was a delight to read and I note that there are at least two others in the serious (although at least one appears to be a prequel).
I read the third of the Damascus Station books by David McCloskey, The Seventh Floor, which seemed to wrap things up for the agents involved in the earlier books. Enjoyable and engaging, it is as all spy-fiction must be, a tale of betrayals both political and personal. Recommended (but only after you've read the first two).
Two science-fiction books rounded this month out; Adrian Tchaikovsky's Walking to Aldebaran, and Gareth L Powell's Future's Edge. I've had the Tchaikovsky for a while, as he continues to write faster than I can read his books. The story tells the tale of an astronaut who's the last survivor of a mission to a strange object found beyond Pluto. A good book but suffers from the fact that I didn't really like the narrator in it. The Gareth L Powell is the story of an archaeologist who has been infected by an alien nano-virus but may now hold the key for saving all the sentient races in the local area of the galaxy as some very deadly foes have started to emerge. I really enjoyed this and read it over two evenings.
Best of the month is hard to choose, but if I take it on ratings then it would be a toss up between Future's Edge and The Grave in the Ice, with The Seventh Floor just piped at the post.
The ninth Revelation was revealed this past weekend at the Garrison Hotel. Here's my reflections.
We nearly didn't have this convention this year, as numbers were short for a long period of time. Part of the fault for this lies with the committee (hangs head in shame) as we didn't get this out there as previous years and probably didn't promote as well as we could have due to a variety of real life issues. There's a big thanks owed to several people in the community who really wanted this to happen (Neil, Guy especially) and promoted the convention. I also tried a variety of online groups to promote this who I hadn't talked to before (eg Magpie's Discord) to try and get some interest. We had around 20% new blood so it seemed to work.
For a while, it looked like were were going to struggle for games and I ended up offering three; City of Mist (my perennial game at this convention), :Otherscape (City of Mist's new Cyberpunk sibling) and Comrades.
The run up was more gentle than I thought; for once I managed to read and re-read all the scenarios by the weekend before and I took Friday off to prepare everything including the con badges, signs and QR codes for the timetables. Naturally my printer decided the cyan toner was running out, but a good shake made it last out.
I drove up on the morning of the convention met Graham and Elaine (my fellow organisers) in the main function room. We were a little startled as the room was nearly perfectly set up for us by the Garrison staff based on Graham's earlier guidance. Usually, we need to fix things up a little. The only thing we ended up doing like that was taping greaseproof baking paper to some of the windows to diffuse the sun which was shining straight in. For some reason, the curtains in the rooms were removed in the last refurbishment.
Graham kicked us off with his usual speech, which has been honed to near-perfection over the last 35 conventions. With so many new attendees, we try to make sure that we don't make assumptions at the start!
Metro: Otherscape
The first slot saw me running Metro:Otherscape, the base setting from the Son of Oak team's new Cyberpunk game where myth and technology are mixed. The game saw me playing with a group of folks who I've gamed with many time before. I really enjoyed this, as Otherscape is a honed version of the City of Mist engine. The big change is that it replaces moves with effects. You look for the outcome that most closely matches what the characters are trying to achieve. The scenario was the introductory one from the book, which I worried may have been a bit short, but as it was the shortest slot of the con (at 3 hours) it worked out pretty well. We overran a little bit the players successfully extracted their target, without the need to apply duress.
Lunch was Morrison's finest. My bring-and-buy materials were selling nicely.
Mind that tentacle, Mr Gumshoe!
Slot 2 saw me playing Penda's Monster of the Week game. This was a system and game I'd bounced off and I wanted to have another look at it. It was a fun game of weird body horror where we somehow managed to prevail. I suspect that things were made easier by Elaine picking a ghost as her character, which made her near invulnerable to the big bad. Enjoyable fun.
Dinner was KFC and the latest instalment of the Garricon Book Club. Keary & myself (long standing members) were joined by Jenny and Tony and we had fried chicken and talked media (books, films, TV) and games.
Revolutionary Comrades.
Comrades was written as a reaction to the first Trump presidency and the general feeble nature of the left vs the right of politics. In some ways, I was pleased I didn't choose the modern day New York setting; instead, the characters were a revolutionary cell / party in Krescht, a fictional state near Poland and Russia in 1915. This was as close as to what I'd see as pure Powered by the Apocalypse as I went this convention, with full on co-creation of the party and the locations. I had a few beats but never needed to use them as the players embraced the setting. That said, it was very weird to spend a hour doing preparation, only for Elaine's 'Professional' to blow themselves up while making a bomb and she needed to get a new playbook!
Elaine checks the rules after Sasha's demise!
She had a move to prepare a bomb, and the failure aspect meant it could blow up, and that would mean certain death. Naturally, she failed. As GM, I told her that Sasha, her character, could run away or try to stop the fuse. Running away would succeed but the consequence would be huge explosion wrecking the safe house and their fellow travellers. Stopping the fuse would save the day, but any failure meant sudden death and similar consequences for their allies. There was a moment of confusion and Keary said 'roll the dice'. Elaine did, rolling a miss, and Sasha was spread across the city. Fortunately, Elaine took it with good grace.
The party plotted and schemed with plan to blow up a prison and free the political prisoners. However, they also found out that the local fascist party were holding a demonstration outside the prison to have the leftists hung. Two of the group decided that the leader of the fascists needed to be disposed of, so they planted the bomb in a different place to planned. The bomb went off, the fascists went on a rampage through the city, their leader escaping death, and the prisoners escaped. Udo's priest, the party leader, welcomed the people he rescued hoping to recruit them, but on returning to the city found out that his love had been killed when the soup kitchen she ran was stormed by the rioters.
Overall, a great game, but probably best as a campaign.
I ended up with an unintentionally late night as I foolishly finished the novel I was reading.
Sunday brought the fantastic Garrison breakfast and some good chat, then I went back to the room and had a little bit of preparation time.
Hutt Cartel
My first game (slot 4) was Hutt Cartel, which Will kindly ran. I'd first met Will last year when I ran the Berlin Hack for Cartel, and he'd offered a return favour. It was great fun. I chose the Crime Boss as my character and it ended predictably badly for me as the Imperials, Pikes and Black Sun tried to take over my territory on Coruscant. Fantastic game of backstabbing nastiness.
Lunch was Morrisons; I'd toyed with the Garrison for a roast dinner, but the service the day before had been slower than usual and I was planning to run. The raffle went well, but Cillian may be stopped from drawing the tickets as he managed to select pretty much anyone except his parents!
City of Mist - all the Bling
The last slot brought City of Mist and a scenario from Local Legends (The Unwanted Guest, but I renamed this The Uninvited Guest as I'm a Marillion fan). City of Mist was like comfortable shoes and Overscape had served as a good warm-up. The crew investigated and the scenario ended in a confrontation at a funeral in a church; fortunately the player's prevailed. I did have some sub-plots which never really got into action, but overall people seemed to have a great time and I was asked to give some of my friends who I see far too little of a heads up if I ever run this online.
City of Mist has some fantastic supporting material and the feel is very much Netflix Marvel in power, Noir powered people. I enjoyed running and the players seemed to enjoy playing. Several had done previous sessions with me and this is one of my most run systems.
And then I tidied up (Elaine and Graham had to go earlier) and it was all over, another great convention. I was surprised I didn't play any Forged in the Dark, but I guess that sometimes that's how it happens.
Due to the amount of time that we had access issues (exacerbated by BITS going into near hibernation post pandemic) the updates were pretty significant.
Migration of the site to a different server at the host.
Upgrade of PHP by 3 major versions.
Recover of the old RapidWeaver site (from my old MacBook).
Finding an interim way to convert an old Rapidweaver format file to a later release that's happy running under Apple Silicon.
Getting frustrated as I couldn't find a way to download a version of Rapidweaver I'd bought on the App Store that had been withdrawn by Real Mac Software, paying to upgrade to the current version (albeit under offer at Christmas) and then finding the download files and generic licence for the older version a month later in the Rapidweaver support system.
Updating the theme to one that worked with the new version.
Changing all the copyright and trademark and licence references to reflect Mongoose Publishing's ownership.
Removing commenting due the UK OSA.
Updating all the product references, adding in the products that have come out in the interim, chasing purchase links to DriveThruRPG from RPGNow.
Explaining why BITS doesn't do membership anymore.
Removing the legacy software pages (these may return, but I haven't had much call for MacOS Classic files for a long time).
Feeling very sad at the number of people and websites we've lost as I cleaned up the links.
Striping out the webring (as it seems to be defunct).
Things I didn't do.
Migrate to Wordpress. Possibly still on the cards, but that would have been a block of work beyond this and I wanted to get this done. I'm not entirely sure I want to do this myself.
Update the PowerProjection.net site (that's coming).
Fix the redirect from bits.org.uk - that needs Andy Lilly to change something with the host for that domain. Should happen this week.
Anyway, nice to get this particular weight off my back!
A parcel arrived from Mongoose Publishing this week with the remainder of the Traveller books I'd identified that I wanted to pick up as I engage back with the game.
The Christmas purchases had seen my picking up a number of the core books in the current version (Central Supply Catalogue, High Guard and the Referee's Screen), along with some of the background books on sectors and the Third Imperium. This delivery finished off the updated core books with the Traveller Companion which means I have all the updated core books, which helps especially if I want to do some writing under the TAS programme.
Part of my focus here was looking at a different aspect of Traveller, specifically exploration. I'd skimmed the PDF of Rim Expeditions and liked what I saw. The Solomani Confederation expeditions into deep space in the opposite direction to the Third Imperium give a completely different flavour to the more constrained spaces of the Spinward Marches where empires and smaller polities are butting up against each other. This is a true frontier and a wide open space. To complement this, I picked up the World Builder's Handbook, to allow easy expansion of planets and systems. For an exploration based game, the ability to dive more deeply into generating the detail of star systems is key.
I also picked up the Starship Operator's Manual, for flavour. The original Digest Group Publications Starship Operator's Manual was one of my favourite books for MegaTraveller as it gave me lots of details that allowed me to give flavour to the experience that the players got. I'm hoping this one will live up to its predecessor.
The final book was Mysteries on Arcturus Station, which is an adventure anthology. I was a big fan of the Classic Traveller Murder on Arcturus Station and I picked this up because it contains a rewrite of that adventure and some others. I may well roll one of them out at a convention.
There was also a little bonus in the package, The Sea Dragon, a leaflet with an underwater vessel which Mongoose added as a freebie.
Overall, I'm quite excited by this delivery; lots to dig into and a chance to dive into exploration in the setting. I've never run a game in that vein; I'm not certain if I will but it's nice to explore something different and new for the setting.
There was a surprise parcel for me this Saturday, the latest Delta Green release. This one is an anthology of scenarios which have been released separately as PDFs and PODs but are now gathered nicely together in an offset press hardcover. This was an extra over the original Kickstarter, but Arc Dream do a great job of offering extra material at a decent rate through the channels that they've established for fulfilment.
I backed the first Kickstarter that Arc Dream did back in 2015, and it reached a number of books when it was worth going in deep in the backing. That Kickstarter is still not quite fulfilled, but a couple of times a year a new, wonderfully illustrated, fantastically edited and well written tome lands through my letterbox.
I trusted the team behind this, because Kickstarter wasn't their first rodeo. The Delta Green team were into crowd-funding early on, on a platform called Fundable (long since gone), initially to produce a combined volume of the various chapbooks that they had produced for the initial release that subsequently went for silly amounts on eBay. The result was a hardback book called Delta Green: Eyes Only and more followed.
They've subsequently run two more Kickstarters - one forDelta Green - The Labyrinth and more recently for The Conspiracy, the original 1990s material redone in the new style and format. I backed both fully and I'm not disappointed in what I have received.
Delta Green is a game of cosmic horror and although it deals with the Lovecraftian mythos, the feel is vastly different to Call of Cthulhu. It's set in the modern day, with formal government agencies and/or an illegal conspiracy within the government to oppose the occult horrors.
The game is a laser-focused d100 percentile engine, streamlined and focused. The experience is different to Call of Cthulhu, perhaps colder and more dangerous. The sanity system and bonds to family and friends feel more robust and real. The end times are coming and the stars are nearly right, but perhaps the agents can hold back the darkness for a little. It will cost them everything and more. If you're curious, the Quickstart is free and gives a good flavour for the game.
It will taste of ashes.
I absolutely recommend this game and setting; I've run several one off games, in one case turning the whole opening series of Stranger Things into a sandbox scenario. I'm also on a promise to my fellow Eternal Lies player and the GM to run Impossible Landscapes when we finish that game, a campaign that explores the King in Yellow mythos.
My reading in 2025 has got off to a good start, with nine books finished and a total of 2,460 pages read. Of those books, one was both non-fiction and an audiobook, two were roleplaying games and the balance novels.
The non-fiction book was Gina Martin's "No Offence but..." which would probably get me frowned at by the current US administration. It explores common phrases and how they can impact on people who aren't from the UK's dominant white (and male) culture. I learned a lot and loved the way that this was presented; Gina Martin alternatives with other writers as they go through the audiobook, so it reflects a diverse set of voices. Definitely worth the time.
The roleplaying books were "The Lost Caravan" which is a road trip set after an alien invasion. I liked this, but it's very much a one-shot campaign, albeit one that would probably play out differently every time you run it. Starting from a variety of locations, your caravan crosses from one side of the USA to another and becomes increasingly involved with the events of the invasion. Not sure that I will run this but definitely don't regret the impulse purchase. I must read Fria Ligan's "Electric State" and compare the feel of that to this.
I also read "Tokyo: Otherscape". Gorgeously illustrated, well written and evocative, it didn't quite land for me. I'd hoped it would make me super-excited about this setting from the publishers of City of Mist, but although there were a couple of moments where I though 'Oh that's interesting" it didn't give me the GM tingles. It's a shame in some ways as the way the City of Mist Engine has been built, this looks like really well built system for any cyberpunk type game. Perhaps running this at Revelation in February will change my mind a little.
Non-fiction was varied. My favourite two books for the month were Charles Stross' "A Conventional Boy" and Derek B. Miller's "Radio Life".
The Stross delightful mixes the early 1980s Satanic Panic over roleplaying games with a geek's first game convention and twisted cults in the Laundry universe. Miller's book is a post-apocalyptic tale in a future were humanity has collapsed back from a technological high. It reminded me a little of the Legacy: Life Amongst the Ruins roleplaying game in flavour and was extremely well written. Loved the thread of hope for the future in this story. I do like Miller's turn of phrase and all his books so far have drawn me in.
"Norwegian by Night" is another novel by the same author which I also read. In this one, a former US Marine is living with his grand-daughter in Norway, when he witnesses a killing and ends up trying to protect a small child. The protagonist perhaps has the early signs of dementia, or perhaps it's the weight of the years that he has lived. I enjoyed this and it was quite different.
"Galveston" is by the show-writer for the first season of True Detective and it shows. There's that intimate feel of the south of the USA. The main character is a flawed career criminal who faces a set up that puts his life in danger. Overall, a good book even if I never liked the protagonist.
"Good Girls Don't Die" was a return to Christina Henry. It's a twisty tale of three women who find their lives threatened when they end up somewhere they don't expect to be. Their stories intersect and come to a fast but effective conclusion.
Finally, I read Sarah Penner's "The Conjurer's Wife" which was a short novella about the wife of a Conjurer (no surprise there). They are performing in 1820s Venice, in a show that seems to have real magic. Olivia is his assistant and wife, but a secret from their past is about to be revealed. Enjoyable, even if I did half-guess what the reveal would be.