30 June 2023

Books in May 2023

 

May 2023 - 5 books, 1,870 pages

I read five books in May 2023, three novels and two gaming supplements

The novels were 'Ready Player Two' (Ernest Cline); 'Before they are Hanged' (Joe Abercrombie) and 'Children of Memory' (Adrian Tchaikovsky). The Tchaikovsky was by far the best novel; intriguing, clever SF that brings together elements from the previous two novels in the Children of Time series. 

'Ready Player Two' nearly didn't get completed, which is rare for me in a novel. The main character repelled me with his behaviour for the first quarter of the novel, but then the plot started to pick up. However, this book is a shadow of its predecessor, sometimes feeling like an excuse just to throw in a huge pile of 80s.90s references to the point of tedium. I guess I loved the first book, and that set a high bar to judge this against.

The Abercrombie is the second of the series that we're doing as a read along at the Tavern. I found it dragged a bit, and I didn't feel it was going anywhere especially fast or original. There have been some interesting twists along the way that kept me engaged though. I'll read the final book, but I'm not certain if I'll explore this universe anymore. However, that may change after I see how I feel at the end.

My gaming reading was all for the CY_BORG #ttrpg, as two Kickstarters arrived; gutter_PVNKs, a collection of useful characters and snippets to flesh out CY, and then Timescape. The latter allows you to play a campaign heavily influenced by Terminator, and then for fun adds in the information to mix it up with Predators and Xenomorphs. Both well written, well presented and useful.

30 June 2023

18 June 2023

First Impressions - Archives of the Sky (tabletop storygame)

Archives of the Sky
Archives of the Sky: How did I miss this when it came out?

Archives of the Sky is a tabletop story game about the turn of the galaxy. It's very much inspired by one of my favourite Alastair Reynolds books, "House of Suns". The players take the part of humans who have stepped outside the hurly-burly of civilisations in the galaxy, travelling onwards and acting as observers and archivists to the changes that happen over eons. 

These Houses are defined by their values, one of which is that they will always remain human. The players take the part of members of the House, each defined by their own personal values. Nominally, there is no GM required, but there is a role of Archivist (the person who knows the rules best). If I was bringing this to a convention, I'd probably take that role to facilitate a better game. The game is built for three to six players.

Archives of the Sky is suitable for both one-shot and episodic campaign play. In an episode, the characters arrive in a star system and play through a series of scenes. These are framed with a question, and the questions will drive towards a dilemma. The dilemma will put two values (either House or Personal) into conflict, and ultimately force the players to choose what value they hold to. This is very much a collaborative story game, so the players are encouraged to mix things up. The conflict the dilemma generates isn't meant to be player-vs-player (or more accurately character-vs-character); rather, it's an exploration of a conflict about values and how it is resolved.

Each player takes a turn as narrator as scenes move on; another player will be responsible for making sure that the scene is as Epic as possible, while someone else will be responsible for drawing out the human and Intimate side of the scene. The scenes may well involve three Others of equal or greater power; an Ally, an Opponent and a Mystery. These are other Houses, Civilisations or things that are happening. In a campaign game, it is possible that further such Others can be introduced into scenes by the players.

Scenes also have a moment of reflection at the end, where the players speculate on the plot or comment on where their character is. This is designed to provide inspiration for the following scenes. During play, the trove can also be consulted. This is a list of words to inspire ideas. There is a sample list provided, but the game suggests that each player brings a favourite SF novel with them to the game and adds a selection of words from that, which is cool. 

There's a decent QuickStart guide and also a worksheet to allow you to run the game more quickly (a typical episode should take four hours, but the sheet will get it to around three). There are also a selection of other settings (for example the Wild West or Post-apocalypse) that the players can explore. 

The print copy is lovely; lots of good use of white space and evocative images, along with clear writing. It's 104-pages full colour and available on DriveThruRPG. I'd have loved a hardcover, but sadly that isn't an option.

I like the idea of this game; not only does it riff on one of my favourite books, but it is a more gentle, epic form of SF game which gives a chance to explore the kind of values judgements not often addressed with more traditional space-opera and cyberpunk SF. I think I may bring this to North Star or possibly Furnace in the future. Recommended

18 June 2023


 

17 June 2023

First Impressions - Achtung! Cthulhu 2d20 core rules

Achtung! Cthulhu
Achtung! Cthulhu core rules

Towards the end of April, I was a bit impulsive. I was preparing for North Star, and enjoying re-reading the Star Trek Adventures Tricorder edition. I was also selling off books and games on one of the Facebook groups for shelf space and marital harmony, when I stumbling upon one of those perils that selling online brings. You also see the things that others are selling. Anyway, a nice chap in Wallasey was selling off his copy of Achtung! Cthulhu's core rules as he didn't get along with the 2d20 system, so I decided to indulge. Previously, I'd nearly picked up the books in the Modiphius sale at Christmas.

I've got a conflicted relationship with Cthulhu based roleplaying games, despite Call of Cthulhu 2nd edition having been the first roleplaying game I bought. I read all of Lovecraft and most of the associated authors and still dip my toes in every now and again. However, from a gaming perspective, I'm very selective. I overplayed Call of Cthulhu until I lost the joy for it; the mystery went once everyone had read the books and had their own copy of the roleplaying game. I had some great experiences, but put it to one-side for a long time. I returned when Delta Green came out, and loved the completely different feel that it had. I bounced off Call of Cthulhu 7th Edition (oh, I tried), but I really like the Trail of Cthulhu Gumshoe take (probably because I like the engine and the writing standard seems to be at a different level) and am loving playing the Eternal Lies campaign. My mythos based game of choice would be the new Delta Green (and possibly the Gumshoe take), and I'm slowly selling off my old Call of Cthulhu back catalogue.

I'd looked at the previous two takes of Achtung! Cthulhu (Savage Worlds and FATE) and really couldn't see the point. However, there was always something about the idea of a pulp World War 2 game where the players could be action heroes against the mythos. Hence I decided to try.

The core rules for the 2d20 edition are split across two gorgeously laid out and illustrated hard backs, both of which have a ribbon for reference. The covers are done in the style of a pulp comic. The Player's Guide is 188 pages long and contains the rules and character generation. The Gamesmaster's Guide is 268 pages long and has background and guidance on running the game. 

The Player's Guide kicks off with a taster introduction to the organisations involved in the Secret War against the Nazi Occult and quickly moves into explaining the core mechanics of 2d20. This is followed by a section on action; environment, combat, injury and momentum are all explained. Characters have a single stress track but resist damage differently dependent upon whether it is physical (armour) or mental (courage). If you suffer an injury, there's a chance that it could leave a permanent physical or mental scar on the character. The rules in this book are probably the clearest expression of the 2d20 engine that I've seen, at least as good as the Tricorder edition of Star Trek Adventures. 

Characters start with the selection of an archetype from the following list; Boffin, Commander, Con Artist, Grease Monkey, Infiltrator, Investigation, Occultist or Soldier. They'll be working either for Section M (the British Intelligence organisation tasked with opposing the Nazi Occult) or Majestic (the US organisation with similar aims). Section M and Majestic have slightly different focuses, very much like the Nazi organisations, Black Sun and Nachtwölfe. You tailor your archetype with your nationality and your background. Finally, you pick a unique characteristic that makes you stand out (for example, you could be a conscientious objector, be raised in the colonies or even own an occult artefact). Throughout this process you gain talents, which are unique abilities.

There's a chapter on weapons and equipment, and another on vehicles. This is bolstered with a chapter on the history and more conventional aspects of the Second World War. There's also a short chapter with some statistics for allied forces and the kind of non-player characters that the players will encounter. 

Magic is also covered in depth. There are two disciplines; battlefield magic and ritualistic magic. Section M tends to draw on the occult, especially from Celtic and Norse sources. Majestic draws on Native American sources, aspects of the occult as studied by the Miskatonic University and increasingly on paranormal and psychic powers. Casting spells cost the sorcerer mental stress, setting a natural limit to how many spells can be cast without taking harm. Momentum can be used to temporarily boost courage to resist this effect. Ritual magic is cast in a similar way, but uses a variation on the extended task rules. They could require sacrifices, perhaps even human ones.

So, overall the Player's Guide is an excellent resource, with a clear expression of the 2d20 engine and the details to produce interesting and very playable characters.

The Gamesmaster's Guide provides the lore for the setting. It opens by describing the organisations involved in more detail. The Section M part gives an overview of the various campaigns that it is involved in during the war (which are presently being converted and re-released from the previous editions). Organisation, structure, bases and history are touched upon.

The two Nazi Occult organisations are detailed. Black Sun is the more traditional occult organisation, with pacts established with Nyarlathotep to Yog-Sothoth, and a link to the Lovecraftian Dreamlands. Nachtwölfe is a splinter organisation, reporting directly to Adolf Hitler, focussed upon developing and applying wonder-weapons based upon ancient Atlantean technologies. Both organisations regularly come into conflict, albeit somewhat clandestinely. Arguably, Black Sun is evil, and Nachtwölfe is amoral, interested in power and technology (giving me a feeling echoing of the Shield operations in the MCU). The machinations of the Mi-Go and the threat of the Deep Ones are also discussed.

Another chapter covers the secret weapons and technologies used by the various organisations along with their game statistics. A chaper on magic dives deeper, with details of Allied and Axis Battlefield magic traditions and details of spells that are available. There are details of known tomes and how to study them, and as expected, they aren't good for your mental health.

There's a large chapter for the Gamesmaster, going over the rules and providing more detail and guidance. This is generally very useful and I'll be reflecting on what was said here when I play other 2d20 games. There's a lot of guidance on building NPCs. 

This is followed by a chapter detailing heroes and villains of the Secret War. This starts with the more general forces than moves into the various organisations, providing key non-player characters and significant figures on both sides. The following chapter is a bestiary of mundane and mythos creatures to delight and threaten your player characters with. 

Both books round out with useful (but not extensive) indexes. There is no introductory scenario but I believe the free QuickStart has one.

I also picked up the Gamesmaster's Toolkit. This includes a four-panel GM Screen (my initial thoughts being that half the panels would see most of the use), and a booklet which acts a prompt to build your own  adventures. There's an outline structure with a bunch of random tables for inspirations. Let's try it out.

Rolling some d20s...

16 - The adventure takes place between Jan 1945 and May 1945 (so the closing part of the European War).
18 - It takes place in Greece

I could have rolled for a specific Battle or Operation but I'm cool with the details above.

20 - An alignment of the stars is needed to fulfil the plot

12 - In a lost city

A supporting NPC

1 - British

4 - Pilot

15 - Lieutenant Level NPC

23 - extremely stiff and formal

The opening scene...

13 - A town, in a rocky area (7).

NPC in the area

Indifferent (12), Doctor or Nurse (3)

Specific scene

Empty (13) Hospital (11) located in a Scorched (4) Military Base (2)

Obstacles and Reversals

12 - a superior despises you

5 - a former foe returns from the dead

Anyway, hopefully you get the idea. It's a booklet full of inspiration, whether you roll randomly or pick a choice. The toolkit isn't essential, but it is useful.

So what do I think? 

Overall, I love the way that 2d20 has been expressed here; it feels like it will grab the pulp feel really well and give you plenty of opportunities to blaze away at evil occult-using Nazi forces with your Sten sub-machine gun. I like the ideas in this and the different flavour to the harder edged takes I usually go for with the Cthulhu mythos. You could use these rules to run a pulp World War Two game and drop all the mythos, but I really fancy exploring Lovecraft with a hint of Indiana Jones and the wartime comic strips that were around when I was growing up. Bravo, Modiphius.

17 June 2023

10 June 2023

Journeying Home

Virgin Mojito, nuts and a book.

Flew home from the site in Malawi today after a week away with work. We left the estate and flew for about a hour to the main airport, then went back through to clear for international. It’s moderately uncomplicated as the Beechcraft’s pilots are familiar with it.

Then another three and a half hours back on our six seater heading back to Johannesburg. People mostly tired and looking forward to home, conversations subdued. We all observed the ‘no fluids until 90 mins out’ rule to avoid having to use the emergency toilet. One heart in mouth moment when we dropped and jolted thanks to the wake turbulence from another flight. It shook us out of a bit of complacency, reminding everyone of the dangers of flying.

Landed at Fireblade and after refreshing ourselves, got dropped at OR Tambo departures having said goodbye to the rest of our team who were heading to Durban once the aircraft refuelled.

I used aircraft there because that’s what my mate Jon, who regulates the European Industry told me to call it. However, in my head the Beechcraft is a plane and the A380 I’m getting into is an aircraft.



Sitting on the flight from Johannesburg at midnight listening to “To All New Arrivals” by Faithless in a noise reduced bubble as the turbulence has woken me. Everything says I should be asleep but I’m not. My eyes call for it but my body feels the twitch of our behemoth as it slices through the air some 10km above the Indian Ocean.

Dinner was served, bizarrely, a few hundred miles from the place I left in Malawi this morning, with the distance being covered so much faster under huge turbofans than twin propellers. Luxury in the sky.

But I can’t sleep. Yet. It will come. I know, but then I’ll be waking up again as we reach Dubai and it’ll be several hours before I can rest again. But every minute brings me closer to home.



Quick connection at Dubai, enough time for a coffee and some fruit. I'd  managed perhaps ninety minutes of sleep, mainly due to people brushing into me as they went to the washrooms and bar at the back of the compartment,  and then a low voiced but very audible conversation nearby.

Hardest search yet. Embarrassing as I couldn’t remove my (transparent) phone case as it was on so tight. I’m not sure if the guard realised it was clear or just decided that it wasn’t worth the queue building. Full metal detection and drugs scanning, quite intrusive. I guess I now know how my dad used to feel when he flew into London from Manchester or Liverpool at the height of the Troubles when the place he was flying from and his surname got him searched every time.

Looking forward to getting back home. Still got to navigate the taxi side though. And remember the Malaria tablets when the time comes.


Final leg, sitting at the front. Several hours of sleep, and the luxury of no passing traffic to get the facilities. Did some work starting to write up what I'd seen, then finished a book which I enjoyed a lot more than I expected from its opening. Watched the distance and time slowly descend and then we were over Europe and green returned as the dominant colours on the land below.

Textbook landing, and simple transit through border controls. Used the new navy passport that reminds me of everything we lost from 2016 every time I look at it to get through the e-Gate. Arrived in at the baggage carousel to see my bag across the carousel width going back into the back to come around again.

Taxi waiting so straight home, and back to the family to find the family room downstairs in carnage as things are sorted in slow preparation for some work next year. 

Back to life, back to reality, back to the here-and-now. Back to my loved ones.

10 June 2023

Flight Home #2
Virgin Mojito and Espresso...