29 September 2019

Life extension for MediaTek powered Chromebooks

Chrome Unboxed has an interesting article that notes the Google has extended the support life for the MediaTek MT8173 SoC powered Chromebooks. These are ARM-based processors like those used in most smartphones. The change means that ChromeOS updates will end in June 2025 rather than June 2022.

The Chromebooks affected are mainly Lenovo ones, but that makes me quite happy as the one that I'm typing this on (an N23 Yoga)  falls into that category.
  • Flex 11 Chromebook
  • 100e Chromebook 2nd Gen MTK
  • N23 Yoga Chromebook
  • 300e Chromebook
  • 300e Chromebook 2nd Gen MTK
  • Ideapad S330 Chromebook
  • Ideapad C330 Chromebook
  • Poin2 Chromebook 14
As an aside, you should always check when a Chromebook was introduced to see when support will stop. Some of the bargains aren't what they seem.

A good site for the specs and release years is this one.

29 September 2019

Virtual Desktops have arrived in Chrome OS 77

Chrome OS doing MacOS's 'Spaces'
If you're using Chrome OS and have updated to 77, then you can enable virtual desktops ('spaces' if you've used MacOS).

chrome://flags/#enable-virtual-desks

This is one of features you'll find really useful if you have multiple windows and apps open.

Four finger swipe to move between them 

or 

SEARCH + [
SEARCH + ]

If you want multiple Chrome instances, split a tab off the browser so you have two different Chrome windows. You can just drag one of them to another desktop to use once you've done that.

29 September 2019

21 September 2019

X(-card) marks the spot

X-Card samples
X-card on a business card

I created a version of John Stavropoulos' X-card that prints happily on business cards. The X-card is a tool that can help players and GMs establish a space where everyone feels safe and can avoid triggers that they may feel awkward about. It's a tool that can be of particular use in more public games such as those at conventions. It's not a silver bullet, nor does it replace common sense and respect, but it can work and make players feel safer when playing with strangers.

You can find out more about the X-card here (Google Docs).

Contact me if you want a copy of PDF or the original Affinity Publisher files that I used to print my cards at https://www.doxdirect.com/ (as shown above).

21 September  2019


Wetherby Lockdown

UCI Road Bike World Championships 2019
Road Bikes took over the town.

This weekend saw Yorkshire hosting another major international cycling competition, the UCI Road Bike World Championships 2019. Over the last few weeks, there have been scary signs all over the approaches to and side streets of Wetherby saying 'Road Closed - Saturday 21st Sept 10:00 to 17:00'. The town has three major approaches, and each of them was being closed. We were, in effect, in lockdown. It resulted in a fair bit of carnage to our diaries; Nathan's football match cancelled as the opposing team wouldn't be able to get to the pitches, Aidan's swimming lesson missed as we couldn't exit our estate, and Jill ended up rearranging a haircut. A bit of grumbling ensued.

Waiting for the riders
Waiting for the riders.

Anyway, we decided that if we can't beat them, we'd join them. We had a lazy start to the day, with Aidan and I getting up first. I rustled up bacon butties and tea and coffee, and - after what seemed like an inordinate amount of messing around including me forgetting my phone and having to take one of the cats back home as she wanted to follow us  - we walked down into town. It wasn't as busy as I expected when we got there, but it soon picked up.

The format of the race was different from the Tour de France and the Tour de Yorkshire, as there were far more small groups of riders, sometimes even travelling on their own with the motorbike escorts. Wetherby High Street was pretty genteel in its applause, but the parts of town by the Market Square were much more rumbustious, with hoardings being pounded to make a noise as riders went through.


Wetherby served as the starting point for the whole event, with riders coming out of the Market Square. For want of a better term, you could walk past the 'paddock' or 'pit lane' and see all these elite para-athletes preparing for action. It was really impressive. I was also amused by the local dignitaries doing their best to meet them. Great fun. The atmosphere was really nice.


After we watched the last race start, we wandered the artisan market (craft fair outside), enjoyed some food and a nice pint at the Mews. Mine was a lovely coffee beer.

Coffee & Beer = Saltaire New Ground
Coffee and Beer, perfect!
We wandered through town to complete the competition to find the numbers at various local businesses' windows and then headed back up the hill to home and dinner. The events people were really efficient, and the place was tidy and cleared up with the staging and more removed before 6pm. 

It was a great afternoon; I'm glad Yorkshire has built this link to cycling.

21 September 2019





17 September 2019

The One Ring - Season 8 - the Opener

The One Ring

We have returned to Middle Earth and are two sessions into our eighth season of The Darkening of Mirkwood using The One Ring RPG.

I love this game! Dr Mitch has crafted a fantastic experience which makes us all feel really invested in the outcome for our fellowship. We have reached the point where our characters are known heroes, recognised both by our own people and the other folk. The games can revolve around combat or diplomacy, and travel is an ever-present challenge. It is great that those of us who are Tolkien fans of old can be as excited as those who have no real knowledge of the stories.

(Minor spoilers after the break)

15 September 2019

First Impressions - Fifth Edition D&D Dungeon Master's Guide

5e Dungeon Master's Guide

Following the Player's Handbook, my next foray into Fifth Edition D&D was the Dungeon Master's Guide (DMG hereafter). I can still remember the Christmas when my first edition AD&D copies arrived; the Monster Manual and Player's Handbook's were both glossy covers, but the DMG was matte and mysterious, a hooded character throwing open the doors to forbidden knowledge. The 5th edition cover shows Acererak the Lich summoning an undead army instead. It's a great picture.

My first DMG
The DMG is printed to the same high standards that the Player's Handbook (PHB) was, with excellent, evocative illustrations throughout. I think I saw one typo in the whole book. It clocks in at 320 pages and has a comprehensive index at the end.

The book is split into three main sections; I'd describe them as worldbuilding, treasures and dungeons, and game rules. The DMG refers to them as Master of Worlds, Master of Adventures and Master of Rules. They're all subtly colour keyed at the bottom edge of the page.

Master of Worlds dives in with creating a religious pantheon, establishing maps and settlements, currencies, factions and the basis of magic. There's a discussion on the theme of a campaign with guidance on how to develop it further through ideas and sets of questions. After this, it moves onto the multiverse (I think this was an appendix in the original AD&D DMG), discussing planes of existence, travelling between then, with short descriptions of different planes including the material plane and the established D&D settings. I found this section well written, but boring. The planes section dragged for me, but I don't think I'm the target audience for this book, as I've been gaming for more than 35 years. It is good, solid material that will help a new Dungeon Master.

Master of Adventures sticks in my head mainly because of the treasure section. I reacquainted myself with wonderous artefacts such as the Hand and Eye of Vecna and Vorpal Blades. There are the traditional random tables to generate the loot that you find. The section is much more than this though; it talks through adventure design (including random tables to work from), encounter design and designing combat encounters (linking to challenge ratings or XP thresholds). It gets quite technical in parts. The part on NPCs (non-player character) is useful, including advice on hirelings [1] and loyalty and guidance on how to develop villains to oppose the characters. The chapter on Adventure Environments starts by looking at Dungeons, and then considers Wilderness Adventures, before moving on to environmental hazards and foraging for food and water. Handling adventures at sea and underwater is covered. Traps are discussed in detail. Another chapter discusses downtime activities, covering options for character development between adventures ranging from the spreading of rumours, building a stronghold, running a business, crafting items and more.

Master of Rules starts off by giving advice on the mechanics presenting in the PHB; it covers a huge range of elements from how you play at the table to the details of the application of individual rules such as advantage or inspiration. Exploration and social encounters are briefly covered before an extended discussion on handling combat. Guidance is given on dealing with chases, followed closely by seige engines (!). The chapter rounds out with Experience Points. The Dungeon's Master's Workshop chapter provides a smorgasbord of optional rules to tailor the game. If you want firearms or aliens, you'll find them here. If you fancy plot points, they're included. There are more options for combat. There's detailed guidance on creating monsters and character classes.

The book rounds out with Appendices: the obligatory random dungeon generator [2]; Monster Lists drawn from the Monster Manual by the environment or challenge rating; a random selection of example maps, and - finally - an additional list of inspirational reading. As I mentioned earlier, the index is comprehensive and useful.

In conclusion, the Dungeon Master's Guide is a well written and useful part of the line. If you're experienced and have older editions to hand, it isn't critical as the Player's Handbook presents all the information that you need to play immediately. Like the Player's Handbook, I feel that the presentation of information could be sharpened for quick reference but this shouldn't detract from clarity and quality of the book. Recommended.

[1] This sits alongside the new 'sidekick' rules from the Essentials Kit rather than replacing them.
[2] I've always viewed these as the equivalent of Traveller's world-building and starship construction sub-systems.

15 September 2019

Link: First Impressions - 5e Player's Handbook


11 September 2019

Birthday spaceship


Ian Stead sent me a birthday spaceship on Facebook. It looks great, but I’ve always been a fan of both the Beowulf Free Trader from Traveller and Ian’s work, so I may well be biased. 

06 September 2019

Curse of Strahd - An alternative to the Death House


I'm continuing to work my way through the core 5e D&D books in preparation for starting to play Curse of Strahd, but I've also been looking for alternative scenarios to take the players through to Level 3-4, the recommended levels for the start of the campaign. Whilst browsing through the DM's Guild material on https://www.dmsguild.com/ I found a module that looks promising.

What menaces the people of Graenseskov?

The Beast of Graenseskov
 is a module set on the borderlands of Barovia, under the devil Strahd's control, but not in his immediate area of focus. Coming through the mists, the characters stumble into a situation which will most likely end up with them starting to investigate a terrifying beast that is menacing a small village. Interaction and investigation, followed by short moments of violence are going to be the order of the day.  The vampire content is very low, which is good because it still leaves you all the big reveals for the main campaign.

The story that the scenario presents is easy to link to one of the hooks for the campaign; it makes the transition through the mists around Barovia feel far more reasonable. It is designed as an introduction to Ravenloft but feels quite dangerous at points. Having read through it once, I'm pretty certain that I will be using it. Death House feels too much like a traditional dungeon. Graenseskov will need a bit more preparation time than Death House, but I'm confident that the pay-off will be worth it.

6 September 2019

02 September 2019

First Impressions - D&D Fifth Edition Player's Handbook

D&D 5e Player's Handbook.

First of all, I realise that this is five years late. I skimmed the Player's Handbook when it first came out but was still very much in a Dungeon World place. I'd bought Fifth Edition (5e) D&D mainly to mine for ideas for the various OSR and Dungeon World ideas I had at the time. Reading Curse of Strahd encouraged me to look at it again.

Physically, this is a quality book. Full colour throughout, with excellent artwork and set in a clear, easy to read font with good use of space in the layout. It's over 300 pages long and a huge step forward from the 1st Edition AD&D Player's Handbook which is the earliest analogy to this that I read. It's huge compared to something like Holmes Basic or Heroic Fantasy or The Black Hack.

My D&D history went Holmes Basic D&D - Moldvay Expert D&D - Advanced D&D - 2nd Edition AD&D and then ground to a halt. I enjoyed playing in a campaign of 3e D&D when I lived on the Wirral and attended the Chester Roleplaying club, but although I bought the core books it felt too fiddly for me to want to run it. I bypassed 3.5e, Pathfinder and 4e D&D completely. In fact, 3.5e was the trigger for me to offload my copies of the rules. Dungeon World reminded me how much I enjoyed the feel of a good old dungeon crawl, so when I saw all the good comments about 5e, I dived in.

The writing style is very approachable. It's written to take a beginner through the rules, step-by-step, in the clearest possible way. It dives straight into character generation, which is broader than the old core rule sets that I was used to. There are character classes and races that are new to me - Tiefling, Dragonborn, Sorceror, Warlock - but I do like the variance that they give.

Rules take a while to get to. Changes I note include; you have a limit to how many spells you can have 'in mind', but you can cast whichever ones that you have provided you have a spell slot remaining at the right level. Armour Class is ascending (I think 3e D&D may have introduced this but haven't got the references to check). Everything is built around a clean 'roll a d20 and add a proficiency bonus and other modifiers if appropriate' to beat the Armour Class or Difficulty Class rating. Rather than have lots of modifiers you have the Advantage/Disadvantage rules which have spread across gaming over the last five years. If you have advantage, you roll 2d20 and take the best result; disadvantage leads to the worst result standing. Everything looks clean and simple.

The book has the obligatory large spell list to which I confess only skimming and looking at old favourites, most of which were there. There are descriptions of the planes of existence and a very basic bestiary. The index is excellent.

This book is enough for an experienced GM to run without anything else being needed. That said, the Basic D&D rules on D&D Beyond or as a PDF will more than cover an experienced GM.

What it lacked for me was some sharp summaries of the rules; you could get the core down in a couple of pages. I suspect that the DM Screen will address this, but I'm not certain. If the book had presented that as well, then it would have been a five-star rating for me. As it is, mark me as impressed and I'll be rolling this out to play very soon.

2 September 2019

Link: First Impressions 5e - Dungeon Master's Guide

01 September 2019

Books in August 2019

Reading Challenge - around a month ahead.

This month has been slow for non-gaming books, but I've worked my way through a small bit of the gaming book backlog.


Lost Acre (Rotherweird#3) - Andrew Caldecott
The final part of the Rotherweird trilogy certainly delivered an entertaining end to the series. Rotherweird is a town near Hay, independent of the rest of the UK since the 1600s. History is banned, and reality is somewhat different. We follow a cast of characters, both from Rotherweird and from the outside, as they struggle for control of the town and the alternative realities linked to it. I can't really say much because it would cause spoilers, but I recommend this wholeheartedly. It was refreshingly different. Urban fantasy with a twist.


Spies, Lies & Books - James Whinray
An entertaining light read, much like an extended magazine article, with short bios of spies and con artists linked to the West Country.

Curse of Strahd - Wizards of the Coast

A Town called Malice - David Kizzia

The Midderlands - Glynn Seal
See first impressions here.

1st September 2019