26 October 2025

Impressions after a month with the reMarkable Paper Pro Move

Photo of a reMarkable Paper Pro Move lying open on the table, showing the handwritten version of the first paragraph of this blog. The title is highlighted in yellow and the text is in black.

When reMarkable released their third generation Paper Pro notebook last year, my initial reaction was that it was a lovely device but I had absolutely no reason to upgrade from my reMarkable 2. The colour screen was nice, but there was no compelling reason to upgrade, especially at the price point. One of my close colleagues at work got themselves one, and that just confirmed my decision. Lovely but no need to change- the rM2 was enough for me.

When reMarkable followed up the Paper Pro a year later with a new smaller device with the same colour screen technology, it caught my attention again. My existing device meets most of my needs really well, but it's never felt properly portable. It is thin, light, and - like all e-Ink screens - vulnerable to cracking if you don't look after it. It's beautiful, well made and very light and thin, but it doesn't feel robust. Bizarrely, my son's rM1 first generation device which is made of plastic always feels less susceptible to damage than its successor does. I've always treated my rM2 like it's a fragile device which cost nearly five hundred pounds, having it in a Book Folio, and then a laptop/tablet sleeve when I travel. That's not let me down in nearly five years of use. 

 Photo of the rM2 (left) vs rM Paper Pro Move (right), both showing the same menu level in the folders.

The rM2 always felt a bit too big to be truly portable. In fact, all of the previous devices are like large notebooks which you keep on a desk, or put in your bag, rather than putting it in a pocket. The new Paper Pro Move addresses some of those gaps. It is smaller (more like a reporter's note book than a Moleskine), feels more robust, and has the bonus of a colour screen.

In honesty, just being smaller and more robust would have peaked my interest and the colour is just a bonus.

I ordered one, and it took about 10 days to arrive.

Photo of a reMarkable Paper Pro Move with the basalt colour Book Folio and a pen on the right, clipped magnetically to it. The word "ReMarkable" is written in a dark colour on the top left.

Physically, it feels robust and very well made. There is nothing cheap or badly made about it. I got the "basalt" colour book folio (which is a recycled polyester colour weave that seems to be reasonably dirt resistant). The small form factor and thickness make it feel like something that you can put in a pocket.

The pen is the new active type, the same as the one used on the Paper Pro. It secures to the side of the device magnetically and charges by induction. Because of the different screen technology used on the colour devices, while the black ink setting is really responsive, the colour ink setting has a flicker as it is drawn and the screen refreshes around it. The initial line is always there just as fast as with the black, but it redraws as you move on, setting the colour. This is a bit quirky, but not really an issue for me as I mostly write in black. There are some good reviews on the technology online, especially on the My Deep Guide YouTube channel if you want to get a feel for it visually.

The feel of the pen remains good and there is a variance in the feel when you change pen types, but it does feel a bit more "clicky" when you are writing and lift the pen from the screen than the rM2. However, that soon became unnoticeable, especially as I adjusted how I wrote on the screen to minimise it naturally.

Battery life seems fine, but I'm using the same disciplines I do as on my reMarkable 2 (i.e. WiFi mostly off, and minimal use of the backlight). Speaking of which, the backlight is nice for exactly the same reason as I like it on my Kindle Paperwhite - you can put it on low and easily use the device without disturbing others, something that works just fine for a quick note if you remember or think of something in bed.

The colours on screen are what I expected - muted but distinctive. They do add something, but I'd have happily had this device with rM2 level screen technology.

Over the last month, I've been using the rM Move as a companion device. It doesn't replace the rM2, it supplements it. My original device has become like a desk notebook, larger and used for meetings and more extensive notes. The rM Move comes with me pretty much everywhere. Its form factor feels less formal, and I find myself using it to take notes when I'm reading books. I used it extensively across two gaming conventions for notes during sessions (although I did most of my prep for games I ran on the rM2).

One interesting change is that I use the unlimited paper scroll option on the rM Move but still detest it on my larger device, preferring to stick with full pages. Somehow, this reminds me of a spiral bound reporter-style note book when I use it and scroll up and down.

Access to larger pages is fine - you can turn the rM Move to switch to landscape mode if you're struggling to add details. I've not had any problems with file synchronisation but I don't tend to open the same notebook file on both devices at once.

Having used the rM Move for over a month now, I don't think that I will be returning it when the 100-day trial is up. I can't see it replacing my rM2, but it is a fantastic addition and I will definitely be using it as my 'always with me' notepad, just like my iPhone is my 'always with me' computer.

Recommended, but your use cases will vary. If you're intrigued, reMarkable offer a generous 100-day trial period if you aren't sure.

26 October 2025

25 October 2025

Traveller - The Jägermeister Adventure - Ep 8 - A dodgy dossier that doesn't mention Valkos (Spoilers, AI)

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

Full party again, and I'd decided to go with Discord from the start. However, we had a fair bit of trouble getting Andy's feed to a level that the rest of us could hear it (which involved lots of fiddling within Discord's settings). However we got there! 

Rest of the tech was as previous sessions (Roll20 on Chrome, Discord, Audio Hijack to intercept the feeds, and tabletoprecorder.com to process into a transcript and summarise. What was intriguing this time was that tabletoprecorder.com went meta and started to do a lot of commentary on what I was doing and how the players were working together. It also accurately called out when we had asides and side discussions. All very good, but not really what I wanted in the final summaries!

We did do introductions at the start of the recording (who you are and what character) which seems to help in the accuracy of the material that followed.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Screenshot of the Jägermeister Adventure for Traveller running on Roll20. A widescreen window is open in Chrome with maps of the war-ruined city of Naggeth and the planet Valkos, laying on a desktop with a star map and bounty warrant. The player video feeds are at the top. On the right, an x-card is visible along with the rules compendium for Traveller. Finally, the chat feed window is popped out to the far of the right hand of the screen.

Session notes.

This was another session where we lost track of the time and went beyond the usual cut off point. Oops.
It was also a session where the players decided that their characters would take a chance to get ahead of the curve, and completely threw the timeline in the campaign off kilter. However, I do have the overall plot timeline, and I can fill in around that, so I wasn't unduly worried except they jumped far ahead of the material I'd uploaded into the VTT. There was a quiet mad scramble in the background as I added Minerva's system world maps into Roll20 during the mid-game tea break.

The plot assumes Valkos > Another location > Minerva, but they're now probably two to three weeks ahead of where they're meant to be with some key information missing. 

Summary of the Session (lightly edited LLM synthesis of the transcript).

In a spirited session of their tabletop RPG campaign, our valiant players, convened by the keen Dom, delved deep into their spacefaring adventure. Dom began by swiftly summarizing the thrilling escapades from their last encounter, allowing for the group to sink back into the perilous universe they had left behind weeks ago. Their journey had taken them to the Valkos system, a war-tattered red zone that bristled with danger at every turn. After a challenging and evasive voyage, our adventurers, led by the crafty Graham playing Saul Emser, Paul embodying the sharp-minded Arturo 'Lucky' Javed, Neil controlling the nimble Pen Gata, and Andy as Gilbert Chang, the fugitive ex-scout, managed to land their damaged vessel on a discreet beach on Valkost. 

As Dom wove the tale of their intricate interactions and techno-savvy maneuvers round the Valkos system, he revealed the interactive exchanges and role-playing nuances that filled the game with vitality. The adventurers, having reconsidered their initial plan to refuel at the outer gas giant Tulip, decided to instead gather supplies from Valkos itself. The stakes were high as they navigated around interdiction satellites and missile threats, finally making their cautious descent to the surface and proceeding to a hidden bunker within a military underground monorail system. 

Inside, unexpected camaraderie was formed with locals, through trade and tactical restraint, involving Gilbert leveraging his hydroponic skills to garner goodwill. Dom detailed how the crew's ground operations involved digging into the lore of this bunker, gradually understanding its pivotal role as a makeshift harbor and its importance to the survivors—a sanctuary amidst the devastation, their new-found allies trusting them with secrets of navigating safely past automated defenses and hidden perils like minefields and stalker bots. 

Collectively, as the scenario unfolded, each player had their moment, unraveling the mysteries, sharing technological expertise, security tactics, and diplomatic gestures to gain trust and gather intelligence. External technicalities like audio issues and character discrepancies popped up, momentarily pulling them out of their immersive trance, only to dive back with vigour, clarifying role specifics, and ensuring each character’s actions and strategies were aligned, comprehensively impacting their shared narrative. Thus, this session carved yet another chapter in their ongoing cosmic saga, combining strategic planning with spontaneous decision-making, ensuring that every step forward was a measured one, amidst the ethereal backdrop of beleaguered Valkos. 

As Gilbert and Arturo settled to spend the night, contributing to the local defences and infrastructure, Saul, through social engagements, dug deeper into the collective psyche of the bunker's inhabitants, distilling courage and communal bravado in the face of adversity—a narrative thread rich with potential for future exploits. As the twilight descended on Valkos, Dom updated the group on the latest developments concerning the intelligent, moderately fearsome bots that Saul and his comrades might encounter. These bots, originally acquired from the Solomani Confederation, were a testament to the ongoing arms race, possessing formidable weaponry and defences akin to combat armour. Saul, portrayed by Graham, weighed the potential threat these bots represented, considering his impressive arsenal should conflict arise. 

Continuing their strategy session, the party faced an unexpected complication when Pen, controlled by Neil, failed to make an effective electronic sensors roll, leading to an unnoticed spacecraft flying overhead during the night. 

The next morning, with a blinking sensor alert about the past presence of a spacecraft, the crew speculated on the possibilities, considering whether it was a mere pass-through or a more serious engagement, such as a clandestine meeting. The conversation shifted toward preparing for potential confrontations and re-evaluating their goals on Valkos. 

As the crew checked their gear and contemplated future moves, they explored the idea of leaving the planet to pursue the newly-detected spacecraft. Saul, after equipping himself with an advanced combat rifle and debating between his vacc suit and a lightweight polycarapace armour, decided to stick with the vacc suit for radiation protection. Meanwhile, discussions about their ship's capacity and the strategic implications of chasing the suspicious spacecraft into orbit unfolded, reflecting a mix of caution and the need for decisive action. As the group prepared for a possible confrontation in space, the narrative revealed tensions and uncertainties about the best course of action. They debated the merits of chasing the spacecraft against staying and further investigating on Valkos. 

Dom, leading the story, reminded the players of potential threats from defence systems and the challenging decisions they faced in this unpredictable, war-torn environment. Together, Gilbert, Saul, Arturo, and Pen strategised their next moves, reflecting on their combat readiness, the intelligence gathered, and the broader implications of their decisions. The destiny of their mission on Valkos and the mysteries of the stealthy spacecraft loomed large, setting the stage for their next actions in this interstellar adventure. 

In the intricate universe of the RPG campaign overseen by Dom, the crew aboard their ship had a tactical discussion about their next move following an unexpected encounter with another spacecraft. Saul, portrayed by Graham, decided that disguising their ship as space debris was a clever way to move unnoticed. This idea quickly escalated into a plan to jump to the Minerva system, a suggestion welcomed by Gilbert and Archero. 

As the crew fine-tuned their jump strategy, emphasizing the unpredictability of jump durations, discussions ranged from technical calculations to ensure their precise arrival at Minerva to handling ship functions such as checking the ship's low berths for any issues. These checks were vital, considering one of the low berths housed the body of Edric Voss and hadn't been examined for days. 

While technical details and gear checks continued, Dom, ever attentive, guided them through the process. Pen Gata highlighted the engineers' and navigators' critical roles in initiating the jump, underscoring the collaborative efforts required, which didn't necessarily spotlight the pilot's skills in this particular operation. The crew's dialogue also veered into the logistics of publishing and technical standards, discussing upcoming electronic editions of their campaign materials, revealing the entwining of their game world with real-world publishing intricacies. 

Once decisions were finalized, and the ship prepped, they successfully made the jump to the Minerva system. Upon arrival, they swiftly checked their ship systems and strategised their next steps, considering potential confrontations and the strategic importance of arriving earlier or on time compared to their unidentified adversaries. 

This narrative stretch captures a blend of tactical decision-making, technical challenges, and light-hearted camaraderie, reflecting the depth and enjoyment of their ongoing spacefaring adventure. In this lively session, the characters and Dom, the referee, navigated a complex web of strategies as they grappled with the political and social intricacies of the Valkosi government in exile, and the repercussions of their actions on Valkos. Saul and Gilbert, having contacted Minerva Highport, managed to obtain crucial intelligence through monitoring channels and uncovered that the Valkosi government, while in exile, was not only seeking sympathy but also manipulating citizenship rights tied to sovereign wealth. This dynamic was further complicated by the division between the southern and northern Valkosi citizens, creating a subtle yet significant political divide discussed by Gilbert. 

As they debated their next steps, the adventurers contemplated whether to inform anyone about the interdiction zone where their quarry fled. They realized that their position was delicate, lacking concrete evidence and complicated by their presence in the restricted zone. They deliberated the nuances of imperial law, seeking flexibility within their license to pursue their quarry into interdicted areas, a risky but potentially necessary move. 

The group also wrestled with legal and moral consequences of their choices, weighing whether to fabricate evidence or to substantiate their claims with whatever little they had. Saul suggested they might have leeway due to following an Imperial Bounty Warrant, but the lack of hard evidence troubled them. Discussions also veered into potential responses from authorities; would they be thanked or arrested—or perhaps both? 

As they prepared to communicate with system defense authorities, the nuances of dueling cultures on different planets offered a curious diversion, revealing a society where your social standing could dictate your right to wear a sword, and disputes were settled with duels to first blood. Amid legal concerns and elaborate strategizing, the adventurers planned how to present their findings to the system defense, carefully navigating the risky waters of their recent actions and their implications. 

They decided to potentially withhold certain pieces of incriminating information to maintain their standing and avoid direct blame for the chaos left in their wake. Saul's ability to persuade was deemed crucial in their upcoming communications, intending to piece together a narrative that could pass scrutiny without exposing them to retaliation or disbelief. 

The session wrapped up with a cliffhanger, leaving the characters at a critical juncture in their mission, needing to refuel their ship and decide their next moves amidst the looming threat of aggressive space encounters and the heavy cost of their ship repairs. T

he RPG session was rich with tactical decision-making, legal quandaries, and interpersonal dynamics, crafted masterfully by Dom and enacted with keen engagement by the players. As the adventurers weighed their options amidst the complex backdrop of interstellar politics and looming financial burdens, the conversation took a practical turn, emphasising the harsh realities of space travel and conflict. Gilbert expressed relief and acknowledgment, capping off the strategic discourse. Saul firmly opposed any further engagement in starship combat, reflecting on the unanimous sentiment within the group about avoiding such high-risk entanglements. Neil, embodying Pen Gata, humorously remarked on their possibly ill-advised venture into an interdicted system, something they had already entangled themselves with and thus could only acknowledge wryly. 

Dom reiterated the substantial risks associated, including a staggering repair cost for their ship that escalated to Cr900,000, merely for parts, not counting the skilled labor in dockyards. He also laid bare the strategic calculations about Edric Voss, the need to maximize financial gain from the situation, and the complexities of their journey possibly being compounded by the Hirondelle's uncertain jump to the Minerva system, suggesting a misjump as a plausible scenario, which he whimsically dubbed "a known possible." 

This mix of financial prudence, strategic retreat, and the constant gamble with unknown variables in space navigation led to a consensus to avoid further risks at Valkos, consider scrapping the ship, and perhaps seeking employment elsewhere—an echo of realism in the unforgiving vastness of space they navigate.

Summary: The party was landed on Valkos at the start of the session and in negotiations with a local survivor enclave. They traded skills and equipment for equipment and guidance, and spent the evening enjoying a meal and making new friends, especially with Nils and his daughter Hilaria, who would be guiding them. All of them managed to gather useful information that would definitely help them when crossing the ruined city of Naggeth to the facility they needed to access.

All of them except Pen stayed at the settlement overnight, but Pen preferred to get back to the ship and start the refuelling processes. Tired, after the food and then getting the hoses out and the fuelling underway, Pen missed the alarm when a ship was detected going overhead. The next morning brought the details that it was definitely a vessel in the same size range as the Hirondelle and that it seemed to have been hit by the system defences as it was heading into orbit. Intial investigations suggested that it was going for jump, but the only way to be certain would be to head to orbit. 

A quick decision was taken to take the Jägermeister into orbit and see what had happened with the ship, as this was a chance to get the rest of the money promised for their bounty with the missing information that was almost certainly on the vessel. They told the settlers that they may be back, in which case they would want support crossing the city, but may have to pursue their target. Between the team, they managed a safe orbital insertion and tracked the path of the missing ship. It had run for the 100 diameter limit and the evidence suggested that it had jumped. Some complicated maths later, and the astrogation suggested that the vessel had jumped to Meriden or Minerva. As they knew that Minerva was the likely the target for an attack with weapons of mass destruction likely recovered from the base in Valkos (they suspected nukes), they jumped for the capital of the cluster.

Arriving at Minerva, it soon became clear that the Hirondelle hadn't arrived. They opened comms with the highport and loitered in orbit watching their sensor traces for another thirty hours, pretty much the latest likely jump emergence for their target from when it departed. Hirondelle didn't show, so they had come to a likely dead end. 

They did spend their time constructively, gaining understanding that the Valkosi government-in-exile was established here, funding new lives for its people with its sovereign wealth fund. It was a government dominated by the Northers, who had won a pyrrhic victory in the war. The Souther refugees were mostly on other planets, unsupported and unwanted by the Northers. They identified where the refugees where located and discovered many were now Minervan citizens, and probably happy with the status quo. There was talk of terraforming and recovering Valkos, but nothing concrete. 

Having docked at the high port to refuel, they also got an estimate for repairs - the spare parts along would cost close to a million credits, and using the starport labour would raise that even higher. They could probably recover enough spare parts from the Valkos orbital debris belt for free, but that would put them at risk of being attacked again. They were facing a significant loss, even if they managed to get the information and additional bounties for Voss.

They declined to hand Voss over initially, and although they tried to warn the authorities of the plot, it wasn't treated credibly because they had to remove so much from their information (like, for example, entering an interdicted system) and because they had no details of what Voss' team was planning.

We broke then, with the team working out what to do next.

25 October 2025


24 October 2025

Traveller - Killing in the name of...

A photo of my game table at TravCon 2025 with character portraits, standees with character sheets and the scenario 'Mysteries on Arcturus Station', plus the Traveller Core rules and a dice tray with bullet and Traveller dice.

I was reflecting on the games of Traveller that I played and ran at TravCon and realised that across the four games, not a single shot was fired, and violence was never used, yet everyone had a really good time. I wonder if I'd have felt the same last century* when I first played the game. It's the difference between playing Star Wars vs Star Trek, conflict vs exploration. I'd like to think that I'd have enjoyed it as much, and some of the SF that I loved even back then was all about exploration ('Rendezvous with Rama', for example).

*(lol, in the early-mid eighties, just couldn't resist that) 

In Search of Angels initial scenario was all about finding a lost ship then salvaging it without getting in trouble with the authorities.

Deepnight Legacy was effectively survival horror, and combat was never going to help.

Second Sons was conspiracy and the running of a heist, but in the end the best way to complete the heist was not to do it.

The Hunt for Sabre IV was a classic investigation, with violence avoided and a short police action off-screen. Oh, and a realisation that perhaps the group had helped 'the man' against 'the people'. But they got paid for it.

In every game, the players went without using violence as a solution; they considered it in two of the scenarios, but never went for it.

Traveller is a dangerous game when it comes to combat (and also character generation, by reputation). Stats will average out a bit above 7, so usually a character or NPC will take maybe 15 points of damage to become badly hurt, and another 8 points to be killed. When pistols are doing 2d6 to 3d6 damage, and rifles 3d6-4d6 damage plus effect, there's a reasonable chance that you won't survive more than a two solid hits.

Armour helps, but the Calli's Heroes game at Furnace reminded me that smart team work will easily get past combat armour. Both sides of the fire fight we had were equipped with combat armour, ACRs and better, and combat lasted two rounds. We ambushed two Zhodani Marines and focused fire, and they went down hard. Auto-fire, burst fire and energy weapons change the lethality even with top end armour. It's brutal.

Long term Traveller players know the game is lethal, and tend to account for it. Calli's Heroes was an out-and-out military game, so violence was always on the table, but we were still careful, and completely avoided it in one part of the adventure with a combination of negotiation and intimidation. I guess that merchant and exploration based games have more reason to avoid conflict.

I think there's plenty of space to have a great game without the need for violence in it. But my thirteen year-old self who loved Star Wars may have been a bit disappointed if they didn't get to use their Gauss rifle or Laser sometimes. That same self who loved Foundation and Rendezvous with Rama may have felt a bit differently though.

Where are you on this? Do games need violence or are puzzles, social conflict and scheming enough? Is this just a reflection of the underlying vulnerability of Traveller characters due to the system design?

24 October 2025




20 October 2025

Traveller - The Jägermeister Adventure - Ep 7 - Into the Red Zone (Spoilers, AI)

  The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

We had a full party this session and it seemed to go well. Audio was on Discord, dropped to MP3 then through to tabletoprecorder.com which struggled a bit because Graham's audio was a bit low and overall it got a bit confused between real names and character names. Next session we can do the introductions again.

Characters.

Saul Emzer (Graham) - the only professional bounty hunter in the group, a guild member well aware of his own shortcomings. Saul knows his aptitude is the down and dirty part of the missions. He isn't the brains, and he certainly can't fly a ship, but when the trouble goes down, he's a man of action, and of stealth when needed. Saul has brought the rest of the team together to support him and fill out the skill gaps. He doesn't like to think of himself as the leader, but he's the one with the official guild membership. He's made some big scores in the past.

Gibert Chang (Andy) - hailing from the Meriden system's Harmony habitat, the home of an obscure religious sect, Gilbert sought freedom by joining the Imperial Interstellar Scout Service. He grew up with good understanding of space construction and has supplemented this with a wide range of technical skills, becoming a professional spacer. He describes himself as the potential getaway driver, but is officially the ship's engineer,  and he comes with a broad (but not deep) range of experience and a well-used but cared for vacuum suit called Nadia.

Arturo "Lucky" Javed (Paul) - Lucky's life has been a lot of ups and downs, probably more of the latter than the former. He aspired to be an intelligent agent but was kicked out of that career early on following a serious injury. He then took to a life of petty crime, struggling to make do and stay out of trouble. Eventually, a role came up on a Merchant vessel, but he kept his hand in with the underworld to try and make some money on the side. He knows Gil of old following a job that went sideways. Lucky is the one who is likely to make contact with any criminal elements that the group may need to deal with.

Pen Gata (Neil) - has spent his life in space, with a broad range of spacer skills that means he's the pilot and astrogator. Once again, he's a broad specialist rather than a deep expert. (The character was built with package generation so has a less developed life path).

The Jägermeister - a 100dT Jump-2 streamlined courier capable of 6G thrust, the ship is also their home and Assured Courier's GmbH's main asset. The crew mostly live aboard, as it's a lot more pleasant than the desert world of Ikeran where they're officially based (and have a rented office). The ship is usually located in one of the downport's long-term parkways. She's armed with a single triple turret with beam lasers and a missile rack. 

Session notes.

This was one of those sessions that just flew by and was our longest one of the campaign so far. There were some moments of indecision, then a focus into action. Lightweight starship combat was triggered and we ended up with the party landed on the surface of Valkos in a nuclear winter negotiating with survivors. No zombies (so far).

Summary of the Session (lightly edited AI synthesis of the transcript).

As the crew of the Jägermeister engaged their ship to jump into space, a pivotal discussion regarding the fate of Mr. Voss, a captured interloper posing a potential threat, unfolded. Concerns were voiced that Voss, akin to a Die Hard protagonist, might attempt a violent escapade on board. Thus, it was argued by the majority, including the cautious Gil, that securing Voss in a low berth—a type of suspended animation chamber—was prudent for safety during the jump.

The conversation shifted to the practical mechanics and risks associated with using the low berth. Initial worries were about the potential for killing Voss during the freezing or thawing process, which required precise handling lest they damage his body irrecoverably. The group debated the legalities and technicalities of their bounty—whether it was valid for delivery 'dead or alive,' with Saul pondering the interpretive leeway in the bounty warrant's language. With Mr. Voss safely stowed away as they decided, thoughts then turned to their travel plans. 

The team navigated through space toward Tulip, a gas giant planet discussed as a refuelling point, but with potential hazards from automated defence systems and environmental dangers like radiation, which were a major concern. The ship’s crew had to make several onboard decisions, such as repairing the air raft and checking the integrity of the ship’s fuel scoops and purifiers. 

As they approached the Valkos system, they had to handle immediate threats of system interdiction and restrictive alerts warning them of high risks. The crew had a detailed debate about whether to keep their transponder active or switch it off to avoid detection, weighing the pros and cons based on their past experiences and the potential risk of revealing their location in a dangerous zone. Navigating these challenges, the crew pulled together, each applying their skills—from engineering to stealthy operations—to ensure their mission remained on course despite the myriad dangers both from within their ship and from the uncharted terrains of space they aimed to traverse. 

As the crew of the Jägermeister navigates through the treacherous space near the Valkos system, they face a sudden and dire threat. A missile, seemingly launched from an Imperial Interdiction satellite, targets their ship. Quick to act, Gil activates the ship’s sensors to detect the incoming projectile, while Pen confirms a high-velocity object hurtling toward them from the vicinity of the moon Vicentia. In the tense moments that follow, the crew scrambles to respond.  

There was a mix up about who was doing what, and with the roles reassigned, Pen opts to use both electronic warfare to disrupt the missile's sensor lock (and asks Gil to take a lead in this) and the ship's point defence systems as backup. Meanwhile, Arturo takes control of the pilot seat, humorously promising not to crash into the sun despite his limited piloting skills. Their strategy unfolds in two phases: first, to disrupt the missile’s tracking ability via electronic warfare, and second, to prepare for potential physical interception of the missile. The crew successfully breaks the missile’s sensor lock and contemplates using the ship's full thrust to further evade the fast-approaching threat. As the missile continues its relentless pursuit, Gil and Pen, from their respective stations, coordinate their actions under high pressure. Gil's successful interference with the missile’s sensors and Pen's evasive manoeuvres help to mitigate the immediate danger, allowing them a brief respite to regroup and reassess their situation.

However, they quickly learn that their ordeal isn’t over; additional missiles are detected en route to their location. Determined to protect their ship and crew, Arturo and Pen work closely, tackling the incoming missiles with a combination of sharp shooting and agile flying, ultimately steering the Jägermeister out of harm's way. This collective effort displays the crew’s ability to effectively respond to unexpected challenges through teamwork and quick thinking, embodying the essence of their journey through the peril-filled cosmos. 

In the heart of space, aboard the Jägermeister, the crew contemplates their next move with the prudent consideration for their safety and mission. They discuss the levels of radiation protection offered by their various suits, comparing the merits of their personal equipment against the more advanced but less familiar suits aboard the ship. Ultimately, they agree on the necessity of wearing vacuum suits, given the unpredictable environment and potential debris strikes during their orbit. 

As the spacecraft maneuvers through the treacherous expanse, the topic shifts to finding a stable orbit that wouldn't expose them to excessive radiation or collision with space debris. Despite the risks of high radiation levels, the crew is informed that the likelihood of encountering lethal doses on their current path is minimal. Nevertheless, cautious of unforeseen threats, they proceed with an abundance of caution, monitoring radiation levels rigorously. The crew's focus then narrows on establishing a safe approach to their destination on the surface. They discuss various tactics like performing a flyby or diving directly towards potentially survivable zones. 

However, their plan quickly meets a snag. During the orbital insertion, unforeseen complications arise as dormant satellites activate, launching missiles that threaten the ship. Quick response and teamwork become essential. As Gill, the ship’s sensor operator, and other crew members coordinate to mitigate the attacks, utilizing their respective technical skills in a high-stakes effort to defend the spacecraft. Amidst electronic warfare and defensive maneuvers, the crew ponders upon the planet’s harsh environment below, recognizing the possible implications of nuclear winter and lingering radiation. Despite some nervy moments and damage sustained by their ship, they manage to navigate through the immediate dangers, though not without cost to the ship's hull integrity [9 Hull Points out of 40] and their nerves. 

Once stabilised in orbit, they carry out repairs and refuelling operations, while re-evaluating their mission strategy. Discussions about potential landing zones, environmental conditions, and the unknown location of their targets lead to a cautious consensus. They resolve to continue observation and reconnaissance before making any critical decisions about descending to the surface. As the Jägermeister steadies in orbit, battered but unbroken, the crew reflects on their journey and prepares for the next phase of their mission—penetrating the ominous veil of the planet below and uncovering the mysteries that await. 

Amidst adversity, the crew's resolve is tested, but their spirit of exploration and duty remains unshaken, propelling them forward into the unknown. In the war-ravaged lands of Valkos, the crew of the Jagermeister stands poised at a critical juncture, deliberating their next course of action. Their conversation is punctuated by strategic considerations as they try to outmanoeuvre potential threats in a land seemingly forsaken by time and war. Gil, sensing the urgency to delve deeper into the mysteries of the planet, pushes for an exploration of the underground facilities at Naggeth, suspecting them to be the repository of high-value relics or technology, potentially guarded by combat robots or, worse still, desperate survivors of the planet's nuclear desolation. Their objective is an underground monorail station, which Pen insists is the best starting point. There's mutual agreement, a decision ripe with the dangers of lingering war remnants and the potential hostility of the handful of survivors who might have secrets worth safeguarding. 

The crew debates the safety of approaching via the Jägermeister or on foot to avoid tripping air defenses—a remnant menace of the planet’s ghastly past. The decision is, painstakingly, to proceed cautiously with the air raft, skimming close to the ground, and to conceal their ship—a vital asset potentially vulnerable to hijacking. As they navigate their way, a secretive discussion unfolds around the use of the monorail, potential threats from automated defenses, and how best to conceal their ship from predatory forces. 

A plan is hatched, one that will see them lock down the Jägermeister and advance cautiously toward the monorail, armed heavily, aware of the lurking dangers, but resolved in their mission. Their journey is cloaked in the somber remnants of a once-boisterous planet, now a ghostly realm of frost and ruin. The landscape bears the scars of battles long concluded, yet the war for survival rages surreptitiously in its eerie silence. As they approach the monorail station, cloaked in low flight to avoid detection and stirring the spectral remains of conflict, their path forward remains fraught with uncertainty and formidable challenges lurking amidst the shadows of Valkos's lamentable history. 

In the desolate landscapes of Naggeth, the crew of the Jägermeister, led by Gil and Arturo, find themselves navigating the precarious politics of survival and cooperation. As they enter a fortified underground facility, they are carefully escorted by the inhabitants. The architectural design, featuring a tunnel that twists at sharp angles and defensive loopholes ideal for staving off attacks, suggests a community deeply entrenched in survival tactics against external threats. 

Inside, the crew encounters Dr. Talia Korenberg, a grizzled leader bearing the marks of hard-earned wisdom and authority, who oversees a community including children—a rare sign of fragile hope in this nuclear-wrecked world. The facility, repurposed from an old subway station, now houses a makeshift hydroponic farm, a testament to the settlers' determination to reclaim life from the ruins. 

Negotiations unfold with Dr. Korenberg. The crew discusses potential trades, acknowledging their lack of conventional resources like vaccines or anti-radiation meds. Instead, they offer what they can spare from their ship’s reserves—tools and parts, though limited in quantity. They also suggest their skills and the use of their air raft for transport, quickly realising the risk of attracting unwanted attention from lurking automated defences.

Gil finds a unique opportunity to bridge goodwill through his expertise in life support systems, reminiscent of the hydroponics he knew from the asteroid colony of his youth. His willingness to share knowledge and assist with the community's agricultural endeavors begins to warm Dr. Korenberg to their cause, fostering a nascent trust. 

Through earnest dialogue and the strategic barter of knowledge and minimal resources, the crew secures the guidance of Nils Sorensen and his daughter—who, though equipped for survival, express their intent to avoid direct conflict. This agreement marks a fragile but essential alliance, steering the crew closer to navigating the treacherous urban sprawl ahead. As negotiations conclude, the session wraps up, leaving the crew prepared to delve deeper with their new guides into the heart of Naggeth's ruins, aware of the potential dangers yet driven by the mission and the mutual respect formed with the settlers.

Summary: The Jägermeister jumped into the system, initially heading for the gas giant Tulip to refuel. A change of plan was made as the decided to use the cold seas near the city of Naggeth where they suspected the underground facility they were looking for was located. They broke off from the gas giant, only to attract the attention of an Imperial SMUD-4e Interdiction satellite which launched missiles. Thanks to good teamwork, they manage to destroy the fire upon them. 

After some time, they vector in on Valkos itself where they attempt a stealthy insertion into orbit. Unfortunately, they catch the attention of another kill sat, which launches at them, and the missile explodes in close proximity, battering the hull of the Jägermeister. They manage to disengage, then head down to the surface, flying slowly nap of the earth to approach Naggeth from the sea. They land on a frosty covered beach under the grey clouds of a deep winter, and snow likes around.

They spot that they're being watched as they approach the monorail station they'd identified as a potential target, flying low and slow. They manage to parley, and two of them are invited into a secure complex to negotiate. Gil barters his skills in hydroponics from his upbringing on Harmony, and some equipment seals the deal for the party to gain guides with the survivor enclaves' head, Dr Talia Korenberg. They wouldn't fight, but they'd help. Nils Sorensen and his daughter Hilaria were prepared to lead them deep into the ruins towards the bunker they were looking for. 

30th September 2025 

In Nomine - Cribsheet for Players

A screenshot of the first side of the cribsheet for In Nomine. There's loads of text on it and you can click through to the link to read it.
Link to the cribsheet here.

I also created a cribsheet for players in the In Nomine game I ran at Furnace XX. This is a double side A4 sheet, which you can access on Google Docs here

Note - it doesn't include all the Celestial Songs because I tailored the sheet to match the five starter characters.

20 October 2025

In Nomine - Five starting Angel characters

A screenshot of the character sheet for Jonathan/Joanna, a Seprah of Destiny, which you can find in full by clicking through.

When I ran In Nomine at Furnace XX, I created 5 new starting characters. Initially, I started from those in The Sorceror's Impediments (free download here on DriveThruRPG), but I remixed and expanded them. 

You can find the character sheets on Google Docs here.

They are:

  • Jonathan/Joanna, a Seraph of Destiny.
  • Aidan/Aine, a Malakim of Fire.
  • Ariadne/Arien, an Elohite of Dream.
  • Livio/Livia, an Ofanite of the Sword.
  • Naseem, a Mercurian of the Wind.

I hope they're useful to you if you're looking to start out. I also created a rules cribsheet to match.

20th October 2025


19 October 2025

TravCon 2025 - After Action Report

The first weekend of October brought the second of the relaunched TravCon events, set once again just south of Peterborough in the south of the UK. It was a little problematic for me because I had Furnace the week after, so it cut into prime organising and preparation time for that convention. Fortunately, I didn't have to do too much on the convention organising side beyond prepare my games, but I did make a bit of a rod for my own back in suggesting what the attendees could get as a gift for attending.

Prep for the games was pretty simple; I offered to rerun two published scenarios that I had run back in May 2025 at North Star, Deepnight Legacy and The Hunt for Sabre IV. I've talked about North Star in other posts, but suffice it to say that if you are a Traveller fan, it's a SF dedicated roleplaying convention that's definitely work a look at (full declaration - I am involved in organising it).

I described how I prepared the scenarios in the previous North Star 8 post, so I won't repeat that here. All I needed to do was to reprint the characters and also a few of the handouts.

TravCon was located about 15 miles south of my workplace's head office, and I had an all-day face-to-face audit booked in there for the Friday, so everything seemed to have aligned nicely. I could drive down with work, recharge the car (I now drive an EV) on the chargers there, then trundle off to TravCon at the end of the day. Well, bizarrely the audit got moved to Teams, but I still headed down. The A1 was mostly fine.

It wasn't too late when I rolled into Redwings Lodge in Sawtry (picture a downmarket version of a Travelodge) which was the residential base for the convention. Once again, the gaming was taking place in  Alconbury Memorial Hall, about 5 minutes drive away. I caught up with my Garricon co-conspirator, Graham, and we joined the second sitting at Royal Spiceland's buffet. It was nice catching up with people that I don't see that often, but Derrick Jones' absence was notable since he passed away earlier this year. I didn't stay up late, and went to bed instead. It'd been a long week and I wanted to be prepared and refreshed.

Graham and I shared a lift the next morning, and we arrived at the hall. Richard T had done a fine job organising the whole event, and very quickly things were away. I was beaming like proud father when I got given a copy (number 01 of 50) of the book I'd produced for the event. This was the aforementioned. 'rod for my own back'.

A photograph with a dice bag at the top (which has a galaxy image) and then two copies of BITS Double Adventure 1 'Delta 3 is Down' / 'Cold Dark Grave', for Traveller. The cover is white with an inverted image of stars. The following logos are shown: Top left - the TAS logo, bottom left - the BITS logo and bottom right the TravCon Scoutship with the year beside it. The Traveller logo and line across the cover are dark blue. There are three Traveller six-sided dice lying on it.
Both sides of the Double Adventure.

We'd kicked around some ideas for the convention gift, and were struggling for something original, when I  foolishly suggested that as I was already updating two of the BITS scenarios that I'd written to get them back into print, perhaps I could do that and create a double adventure book in the style of the old Classic Traveller adventures. This means you turn the book upside down to read the second adventure. Doing this needed me to update the interior text to Mongoose Traveller 2e (2022), complete the layout (Andy was originally going to do this), size reduce the output to A5 from A4, then rotate the second book. Overall, it worked really nicely. I went with a refreshed inverted cover idea I'd first pitched over a decade ago and it looked really nice in print. The adventures were 'Delta 3 is Down' and 'Cold Dark Grave'. They'll be released as print-on-demand singles sometime later this year.

TravCon 2025 - midsession photo showing notes on a reMarkable Move, the character sheet and a dice tray lined with green felt with dice in it. In the centre of the table is the GM's BITS dice bag and some details about the ship we were hunting.

TravCon has four gaming sessions, and my first session was run by Neil McG, an old friend who I met through BITS. I got to play through the very rare kick off scenario from 'In Search of Angels' where we successfully carried out the recovery of a merchant vessel lost in the Fifth Frontier War. Before we started properly, there was a minute of silence held in memory of Derrick, which was lovely, especially as his cousin and cousin's son were there.

A screenshot of my notes from 'In Search of Angels', with a diagram showing how I tried to work out where the missing ship was and lost of other scribbled notes around it.
Surely the diagram makes this 'In Search of Angles' rather than Angels?

There were a few puzzles to solve (where the ship actually was, how we could get permission to carry out the mission, and actually lifting the vessel). We managed - somehow - to get the job done without resorting to anything illegal!

Table photo at TravCon 2025. Deepnight Legacy lies in front of me, with a table summarising the plot part hidden underneath the book (with columns for Useful Equipment and Summary of Threats peeking out). The centre of the table has drinks, dice, maps and starship diagrams.

The second session, I ran Deepnight Legacy. This played out somewhat differently to the previous outing, with the players managing to avoid the base and risk of infection very carefully, before ultimately adopting a similar approach to the previous crew that tried this. It's a fun scenario and definitely works well on riffing on lots of classic movies that SF fans will have seen. There was a sense of paranoid worry throughout, but it kept them alive and with minimum risk of infection! Well played.

Another table photo from TravCon 2025 - this time with my Second Sons character, scenario notes on a reMarkable Move and dice bag and dice tray with the bullet dice out.

The evening session was run by Richard T, and was called 'Second Sons'. We were the heirs (both male and female) of Vilani nobles who wouldn't inherit, and we had become involved in what could only be described as a Vilani supremacist movement. Deeply unpleasant folk with a chip on their shoulders. Our cell was tasked with 'rescuing' and 'liberating' an ancient Naasirka symbolic encryption key, and it was suggested that we carried out a daring heist to do this. However, we had a group of devious and paranoid conspirators and it felt like a set-up where we would become martyrs, something we definitely didn't fancy. We went full political and approached the scenario in a way that give Richard lots of new areas to consider. I was the 'Black Sheep Enforcer', a rejected family member with connections to the underworld (not a Yorkshire Pub Bouncer), and it was great fun.

I got back to Redwings and no-one was about to play Mag*Blast, so I went to bed. Would have loved to have played it as Derrick loved a good battle with it. Maybe some other time.

A photo of the table laid out ready to play with a fan of character sheets in standees and portraits for the characters to choose from, plus the screen and adventure showing.

Sunday only has one session, and I was running the introductory adventure from Mysteries on Arcturus Station, The Hunt for Sabre IV. This was the prequel to the famous Classic Traveller adventure Murder on Arcturus Station. The players took to their roles as corporate troubleshooters with gusto, and split the party up very successfully. I tried to build tension by cutting between scenes but they very effectively followed the clues and established what had happened. They even avoided the final battle option, leaving that to the police. Some clever advocacy work meant that they dodged the sting in the tail with the terms and conditions from the company hiring them, which was even more inspired. The only downside was the realisation that they'd really taken the side of 'the man' against 'the little people', enforcing corporate authority and oppression. But hey, they made Cr250,000 profit!

TravCon wrapped up with the usual 'Ping-F***-It' and Starburst for Extreme Heroism awards for attendees. Mongoose ran a playtest of Pioneer during the slot I ran Deepnight Legacy, and that was apparently good fun. They didn't do a keynote, but after the tone of the questions last year, that didn't really surprise me. Then again, it was a weekend and Matt may not have had time to do something like that. It was great of them to support the event though.

There was a small bring and buy, mostly dominated by BITS towels and a lot of Derrick's Traveller books which were free to a good home.

TravCon will be back next year. The majority of attendees asked for something closer to the old March/April slot, but Andy almost dismissed that when talking about it as being too soon. That's disappointing, as I'm probably not going to come if it's so close to one of the other events that I run. It just adds another level of stress I don't need. It'll be a shame to miss it, but if it's the week before Furnace, I don't think that I will do it. There was also talk of a new venue. I know Richard has been scouting them but nothing concrete yet.

I really enjoyed catching up with folks, and it was great to spend a weekend playing my forever game with them. It was also lovely to meet people I knew from forums and Facebook groups but have never met face-to-face before (waves at ADnD Steve). A fun weekend in the Far Future.

19 October 2025










18 October 2025

Furnace XX (2025) - After Action Report

Furnace XX (2025) - a photograph of the main 'mess hall' gaming space with lots of people playing and enjoying themselves around tables full of characters sheets, dice and dice trays, books, drinks and snacks.

Last weekend saw me back at Sheffield for Furnace's twentieth anniversary, something that my co-conspirators Elaine and Graham had tried to make a little special. As usual, I'll talk a bit about the organisation of the convention and then my experience at it.

Organisation

I'm not actually sure when I started to become involved in organising the convention, but Graham has been there from the start, and Elaine got involved a year before me. I know it was around the time that most of the original committee stood down, and I think it's at least fifteen years ago. The thing is, we've been doing this for a while now and it pretty much runs on rails because the various mechanisms have been developed and put in place. However, we do love to try and respond to feedback from our attendees and improve the convention each year, so there are always changes.

This year, we made two substantial changes; we moved the lunch and dinner sign ups for the Garrison Hotel online, and we added in a large new space that allowed us to increase the number of games and attendees. There was always a worry with the latter that it may change the feel of the convention, but the initial feedback from attendees has been really positive. It did feel that the hub of the convention moved from the upstairs room where the majority of the gaming had taken place, which was different. 

The new space, which we referred to as the 'Mess Hall', replaced the somewhat remote and musty Armoury and gave us somewhere with lots of space for the traders (once again, Patriot Games from Sheffield and All Rolled Up) and eight tables of games. Net, it allowed us six extra tables, so realistically somewhere between thirty and forty-two extra attendees). We ended up about twenty-five people up on previous years, with a number of drop-outs over the last few days, otherwise we'd have been in the middle of that range. So just short of one hundred people.

We also had, as Graham called it, "merch". We'd decided to give the attendees a gift from the convention to celebrate the twentieth year, so started to look at what was possible. In the end, we focussed down onto either a bag or a dice tray. From a budget perspective, we realised that we couldn't really afford to get both, and that high attendance would potentially make bags very expensive. In the end, we gave everyone a dice-tray and made a route to get subsidised messenger bags available via All Rolled Up. These were usually over £30, and we made them available for £13 each to attendees.

We refreshed the convention recently (partly because we wanted to give it a slightly more modern look, and partly because we lost access to the original files), so we combined the logo with a fantastic stock image of a steel furnace for the bags. It looked even better than I hoped when I saw them for real on the Saturday. I think, as I write this, we have a single bag left from the run, and they seemed to be very popular.

A bright orange square dice tray full of orange translucent polyhedral dice with yellow number inscribed on them. The Furnace XX logo is laser etched into the tray in the centre of the base. It says "Celebrating 20 Years - Furnace - It's all about the Games".

We also had a custom dice tray made. We decided early on that we wanted to get a hard dice tray rather than a neoprene one, and had discussions with two vendors through Etsy. One had a yellow octagonal design with the logo vinyl printed on it in black, and the other had an orange square design with the logo laser engraved. We went for the latter, and they arrived promptly and looked great. The vendor has some other great looking gaming items, which you can find here. They seemed to be well received and were in use across all the gaming tables that I could see.

Aside from those changes, the biggest difference was the increased number of attendees. This meant that Elaine needed to level up her cat-herding skills for the game choices and allocations, and I got to chop and print a lot more attendee badges.

Preparation

As usual, I offered two games at the convention. Both were games that I'd never run before, which does up the challenge somewhat. However, I'd played the first game many years ago, and played and run the related games to the second one repeatedly, which removed some nerves. Of course, TravCon ended up being the week before Furnace, which was pretty awkward as, combined with a lot going on at work, it reduced the time that I had available immediately before the weekend for preparation. This was the second year that TravCon was so close to the event and I may end up not going to it if it happens again, as I've been feeling the after effects the last week.

My first game was In Nomine, which came out in the late 1990s. I'd played in a fantastic mini-campaign set against the backdrop of the Northern Ireland Peace Process at the Chester Roleplaying Club run by my friend Ric (I suspect that Steveh may have also been in the game). That was probably close on thirty years ago, and it was a memorable experience, enough that I've always had the game on my mind. I picked up a copy of the game second hand (before I realised that it is still available new via Amazon POD) and read through it. The game has you playing Angels and/or Demons, fighting out the war between Heaven and Hell on Earth. The subtitle of the game really says it all: "Good & Evil, Life & Death, Rock & Roll". 

Image of a sheet from a notebook, with the title "FEAST OF BLADES" and subtitle "ACT 1:AIRPORT". Underneath this is an extensive set of bullet points and flow connections for the scenario, with page references to look back at.

It's a surprisingly simple engine at its heart - you roll a d666 (3d6 where two dice are looking at rolling under a target number, and one dice gives the quality of the result -  but if you used the full rules around combat it shows its age and has lots of fiddly mods. Needless to say, I didn't use the fiddly bits. I went digging to see if I could find a decent introductory scenario, and ended up using S.John Ross' Feast of Blades, which is very much an investigatory chase. I printed the PDF version from Drivethrurpg out spiral bound, and spent some time preparing, trying to get a feel for the interconnectedness of the plot. Some of the routes forward really resolved around a single clue, so making sure that it was available was key.

During my preparation, I realised that the game was now effectively in its third edition, and the current PDF/POD had errata corrected, plus updates and clarifications. I ended up printing myself a custom hardcover of the current PDF with a recreation of the original cover on it, as I really don't like the current front cover of the game.

The final hurdle was the characters; I'd hoped to steal from existing introductory scenarios or from material on the web, but I soon found out that most of the characters in the introductory scenarios were one of two specific Choirs of Angels, and that although there are many links to In Nomine resources on the Steve Jackson Games websites, many of them are dead now. I spent an evening creating a character sheet in Word, then making five characters. The existing PDF sheets aren't form fillable, which is why I went with creating them in Word.

The "Tales of the Old West" roleplaying game at the table during Furnace. An iPad is open on the image of a gunslinger in the QuickDraw PDF, and alongside it is a reMarkable 2 with scenario notes. At the top of the table is the rule book and a map titled "Carson's Folly, Colfax County, 1873".

The second game I offered was Tales of the Old West, a game set in the Wild West. From the moment I heard about this, I was interested in it. The game takes Fria Ligan's Year Zero Engine and uses it to deliver a gritty Western experience. Nothing occult. Nothing weird. No horror (beyond that of humanity on a lawless frontier). Perhaps for the first time, I had access to a game which would let you play through situations like those you see in Clint Eastwood movies or series like Lonesome Dove. I'd missed the Kickstarter, so my friend Remi kindly picked up a copy for me from UK Game Expo.

Reading through the book, I quickly found a plot hook I liked, so I fleshed that out. It was the usual build out some options for routes through (keeping in mind the five room dungeon principle for the number of steps you're likely to get through in a session) with a variety of challenges. Because time was compressed, I chose just to reference NPC stats from the QuickStart ("QuickDraw") and the core book rather than spend time creating custom stats. I used the characters from the QuickStart as well, as they were nicely set up to riff off each other. 

Finally, I spent some time on the internet and scrubbing through internet to find images I could use with at the table for characters. It's amazing how much easier it is to give a feeling of menace when you show a picture of Lee Van Cleef as a bounty hunter who's blown into town, or the Young Guns riding as the gang with the notorious reputation.

Execution

Furnace is the only one of our conventions that I come to the night before. It's just too busy on the day to rush set up unless we do a stupid early start, and I like the chance to catch up with people the evening before. This year's convention had brought back a wide range of people that hadn't been since COVID hit us, and it was lovely have a pint and a chat in the bar.

Graham had landed earlier in the evening and checked out the gaming spaces, and stashed the merch. The hotel did a fantastic job; they'd set up tables and put up the shower curtains we'd bought in the upper windows of the jailhouse. 

"Shower curtains?", you ask, with a quizzical look. 

Well, there's a story. The hotel refurbished the upper spaces and as part of that the heavy red velvet curtains were removed but not replaced. At certain times of day, the sun can shine directly through the windows making it very hot and bright. We spent two years improvising around this with me teetering on top of a chair taping baking paper to the windows as a diffuser. This year, we bought some shower curtain poles and curtains that let us do the same job in a more professional manner. They're stored at the hotel and we arrived to find that they'd already put them up for us. They do the job nicely.

Morning started earlier than usual, because the Mess Hall space was shared with the restaurant, so breakfast had been moved an hour earlier than usual. Once we'd had the usual lovely food, we moved into setting up. The traders were quickly ready, and we got all the signage, QR-codes to the schedule and merch ready. 

The convention opening went on longer than usual, as we had to hand out bags and dice trays. Graham gave one of his best speeches, but unfortunately I only got about half of it because I managed to catch the stop button on the phone during the speech. Frustrating. 

I think the gist of the message was 'Enjoy yourselves, be kind, give us feedback and grab us if you want help'.

Slot 1 - Traveller - Calli's Heroes

An image of my orange Furnace dice tray (with three official Traveller dice), the Traveller character sheet for Nils Vorhees with 6 bullet dice on it,  and a reMarkable Paper Pro Move being used for notes. The table number, a box of tissues and an X-card are at the top of the image.

The first slot saw me playing JohnO's game of Traveller. We've spent lots of time in the past geeking out about SF, and I was really happy to final get a chance to play with him again. The scenario was 'Kelly's Heroes' inspired, with us playing characters in an Imperial Army recon unit that gets a chance to make a big score against the backdrop of the Fifth Frontier War. The game was full of classic Traveller references with Vargr, Zhodani and Ancient Artefacts. I absolutely loved this, partly as I rarely get a chance to play Traveller's and partly because the characters were so well written and the scenario so well presented. JohnO is an illustrator and designer and all the maps and character images were fantastic.

My apologies to my fellow players as I was late getting into the game because of the set up and then a GM who I needed to find a new game for when a couple of the folks hadn't turned up due to illness.

Lunch was from Morrisons, and I took advantage of the break to go back to my room and re-read some of the In Nomine material so it was fresh in my head.

Slot 2 - Blade Runner - If You Prick Us, Do We Not Bleed?

A photo of a Blade Runner character sheet with an index card saying "INSPECTOR - AN RDU VET WITH THE SKILLS & PERSONALITY TO MATCH: TOUGH & CONNECTED. A CLASSIC DETECTIVE". An orange Furnace Dice Tray is adjacent with the polyhedral dice needed for Blade Runner.

I've long been impressed with Fria Ligan's Blade Runner adaptation. It feels like the setting and the dice mechanics mean that you have characters that feel more competent than the usual YZE engine characters. Gray was offering a game, and I jumped at a chance to play. I did have to admit just how much I loved the setting when he asked what knowledge we have of the setting (yeah, I've seen both films, and Black Lotus, and read the graphic novels...) but everyone there had a good knowledge of the setting.

I loved the way that Gray gave us some index cards with a short description of the characters available rather than dropping loads of stats on us at the start. He also did a good safety introduction.

I ended up with an Deckard like Inspector, who I named Evander Edelmann. Our team comprised three humans and two Nexus-9 replicants. The story and plot was all of Gray's own creation, and it was fantastic. I think that we could have spent double the time we had on the game, especially as we got into the roleplaying aspects of interviews and interactions, but Gray skilfully lead us to a satisfying ending. Would love to play more of this!

Dinner was via KFC and we had another meeting of the Garrison Book and Film Society. Well, it's not as formally as that, but every Saturday night at the Garricons we tend to head to KFC and have a good natter about what we've read or seen since the last convention that's worth following up.

Slot 3 - In Nomine - Feast of Blades

In Nomine was really fun to run. The players very quickly got into roles of Angels, and we opened in an airport just before Christmas with them waiting for a relic to arrive, which they'd been told to recover. They gave aid to those in need, dealt with wrong doers and got into a fight with a demon. Then the aircraft that they'd been waiting for crashed and things started to escalate. They managed to get ahead of the curve and brought their mission to a successful conclusion, avoiding the need for the potential big-fight, but missing the chance for a chat with a Demon Prince.

Overall, I think it went well. I only had one moment with a wobble over the rules, and I think the scenario worked well (although the open nature of it had me thinking on my feet). Unfortunately, one of the players was very tired and had to go to bed part way through. I was worried that they weren't enjoying it, but they caught me the next morning and apologised for leaving and thanked me for the game which lifted my concerns.

Annoyingly, I forgot to take any picture at table.

After the game, I had a pint in the bar with JohnO and others but made sure I wasn't late for bed.

Slot 4 - Dragon Warriors - A Box of Old Bones.

The table during 'A Box of Old Bones' - maps, photos, character standees and the Dragon Warriors rule book.

This was a delight of nostalgia. Jon, the GM,  has written for the game and had put a huge amount of work into preparation with lovely handouts and lots of material to support. I'd read the scenario years ago in a White Dwarf and the fact that I had remembered it meant it was one that I'd liked. Dragon Warriors is very much a game of its time (the mid-1980s) but I knew what I was getting into and had a really fun game with a great bunch of players. I played a Lady Nina of the Grey Sycamore, and got to use 'Dragonbreath' and set villains on fire. I even managed not to burn the Abbey we were staying at down. Great fun.

A game of Mork Borg with the players enjoying themselves and the GM celebrating his being from Scotland with a T-shirt saying "Thank Fuck I'm Scottish".

There was a lovely moment in the game when Graham drew my attention to the room full of people playing, having fun and reminded me that this was why we do it. He's absolutely right.

The GM showing us where we are on the world map of the Land of Legend (for Dragon Warriors).

I also got to feel old; I can remember when Dragon Warriors was released and realising that it's 40 years old this year was... uncomfortable.

Lunch was Morrisons again.

The raffle went well, and was boosted by Chaosium sponsoring the convention so there were lots of books to choose from.

Slot 5 - Tales of the Old West - Sins of the Past

Four players around a gaming table at the Garrison playing Tales of the Old West.

I really enjoyed running this; a fantastic group of players made a memorable game. Neil, who also blogged about the convention here, has lots of experience running this game and was super-helpful during the game. I realised that I'd made the right choice with the pictures I'd printed when I saw how the players reacted to the 'bounty hunter'. It quickly started to feel like the genre, and the players were very clever in the final scene where they managed to get the drop on the gang they were hunting and avoid going into full combat. The theme underlying the adventure was one of the chance of redemption and community versus paying for your crimes of the past. The party went for redemption and community, which was lovely, because they could have chosen to either hand in or get the bounty for several of their neighbours had they wanted to. My only other reflection was that I was probably a bit more sweary than usual when I got into character for the gang but it felt appropriate. I don't think that I offended anyone, but if I did, I apologise. 

I loved running this and I can see it coming out at a convention again.

Conclusion

And that was it. Some minor tidying up to do. Thanks to the traders, hotel staff, attendees and my fellow organisers. Furnace XX was a great celebration of twenty years, and the twenty-first event is already booked.

18 October 2025



01 October 2025

Books in September 2025

Infographic exported from TheStoryGraph.com showing a collage of the covers of the eight books that I read in August 2025, arranged in a 4 wide and 2 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths September 2025 Reads" beside it. The books are described in the post below.
Last month saw my reading step up in pace, with 9 books and 3,251 pages, definitely above average, although a little behind last year. Year-to-date I've read 87 books and 23,011 pages, and I'm coming up on having read for 1,000 days in a row.

This month's mix included one non-fiction, one short-story magazine and seven novels.

The non-fiction book was Sarah Wynn-Williams biography covering her time at Facebook (now Meta). She was a key member of the policy team, and it's a fascinating read about a toxic culture. At the start of the book I found her really naive and annoying, but by mid-way through you see her starting to realise what the place that she really wanted to work in is truly like. The title, Careless People, really says it all and it's no surprise that Meta are trying to suppress this. Definitely worth the time.

The short-story magazine was Clarkesworld. I've been getting this for several years and been very sporadic in how I've read it, so have made a commitment to myself to read it each month. As ever, it's a mixed bag, but there was nothing I disliked in it and much to like.

Speaking of commitments, in an effort to broaden and discover what I'm reading, I joined Elle Cordova's SF Book Club (worth it for the end of the month videos alone) and that led me to read one novel I'd never considered and one that I bought quite some time ago. The one I'd never considered was  Klara and the Sun by Kazuo Ishiguro, a tale about the life of an artificial person (an AI robot designed as a friend for children). There's a note of sadness though this but it was really enjoyable. The book I'd had for a long time was N.K.Jemison's The Fifth Season, which is part of an award winning series that collected Hugos and Nebulas. The latter felt closer to fantasy than science-fiction but it gripped me all the way through. It was fantasy in the sense that the technology involved in some areas was akin to magic (and could well have been magic). However, you need to be prepared for a multiple viewpoint multiple timeline novel that's part of a trilogy. I enjoyed both, and this month it will be Lem's Solaris.

Mick Herron's Clown Town was fun, but not the best of the Slow Horses books, and I felt that there was an element of forced ambiguity at the end which didn't work brilliantly for me. I also read two Kevin Wignall thrillers, The Story Starts Here and These Days Will End. The former starts with a student being expelled from school for 'drug dealing' and escalates rapidly, and the later is best described as being akin to an Agatha Christie story, set in a hotel in Italy. There's a murder, and one of the suspects and residents start to investigate. I like Wignall's writing, it carries me along nicely.

The Gnomes of Lychford is the latest from Paul Cornell, set in a town which has become the gateway between our world and magical realms. The story is really a warning about why you shouldn't have garden gnomes. Fun, but again not the best of the series. I rounded the month out with Christopher Fowler's Seventy Seven Clocks, the third of the Bryant & May mysteries. This was complicated and fun and very enjoyable.

Overall, a good month of reading.

1 October 2025