05 April 2025

First Impressions - Otherscape RPG (City of Mist Engine)

The cover of "Mythic :Otherscape". It is in blues and blacks and shows three characters from left to right; leftmost is a cybered warrior, in the middle a corporate ninja somewhat reminiscent of Trinity from The Matrix, and to the right someone who clearly has mythic powers dressed in long robes and summoning a blue flame. There is a subtitle at the bottom "The Mythic Cyberpunk RPG".


In this first impression, I'm not going to use my usual approach of going section by section, but rather discuss the significant changes that I see from Otherscape's predecessor, City of Mist*. These observations are based on having read the game through twice, along with Tokyo:Otherscape, and having run the game at Revelation this February

*I previously reviewed City of Mist here.

Once again, Son of Oak have delivered an extremely high quality package with glorious artwork and well written text they have taken the learnings from producing the City of Mist Starter Set and baked them into the core rulebook. As a result, you can run the game having read a minimal number of pages. I had all the quick reference pages printed out as a handy guide at the table.

Mechanically, the game shows the same roots as City of Mist, a love-child of Powered by the Apocalypse and FATE. However, it's now stepped a little further away from its original inspirations. The core mechanic remains rolling 2d6 and adding the power rating you get from your characters relevant tags to the result. A roll of ≦6 is a failure and a roll of ≧10 a complete success. In between, a roll of 7 to 9 means that you succeed but with a complication. Your power tags come from the three themes that define your character plus some extras you can draw on from your inventory and your crew theme.

Rather than the two theme types that City of Mist uses for characters, Otherscape has three. You have two that equate to the mythos and logos (called 'Self' in Otherscape) themes in the original game, but also a third one called 'noise' which is your cyberware and technology.

Both books are full-colour hardbacks with high quality artwork that evokes the setting that they are describing. Metro:Otherscape is 368-pages long and Tokyo:Otherscape is 320 pages long. A third book is included, the action database. This is a full colour 106-page softcover full of examples of the effects that you would use with different actions. The boxed set also came with status cards, dice and a GM screen in a large box, along with the trademark A3 double-sided dry-wipe character folios which instantly give you a feel for the game.
 
A two page spread from Metro:Otherscape showing the easy start summary of 'Effect' and then the reference table of all 'Effects'.

Having run Otherscape, there are a couple of things that stand out for me which are distinct improvements from the City of Mist. The most significant of these is the change from PbtA style moves to choosing the effect that you wish to achieve from the action you take. This was the standout change for me at the table, as you no longer have to search for the most appropriate move when you hit an edge case. Instead you have to ask yourself, "what am I trying to achieve from this action?", and then match that to one of twelve options (see the right of the image above). This works really clearly and quickly at the gaming table, albeit at the cost of extremely tailored moves.

I am pondering whether it will be possible to roll this back to City of Mist. Some of the discussions on the Discord forum for the game indicate that there may be some challenges with tailored moves used in theme progression that make this more difficult.

The other notable change addresses some of the perceived weaknesses in City of Mist where players overuse power tags. Otherscape makes it very clear that you cannot use tags again to face danger if they have already been used in the initial move that made the player vulnerable. Having recently reviewed the City of Mist core rules to produce an updated quick reference sheet, I was surprised to find that this is actually in them but not so explicitly or obvious as it is here. That may be on my own head, as I came to the game having use the starter set for quite some time.

I'm not certain about the need for the action database, but I did find myself referencing it when considering how I may tailor the response to certain player actions. Part of me felt that this should've been included the core rulebook, but I can see the case for splitting it out; the book would be massive if it was included. I don't think it'll be referenced as much, and I believe that there is a plan to create a digital version.

I loved the game in play, but it hasn't yet given me the same spark and passion that City of Mist does. I think this is a me-problem rather than a Son of Oak problem. I've never really been that much into Japanese cyberpunk, so the Tokyo book doesn't excite me the way I'd hoped. It is written really well, but it failed to give me the GM tingles. The core book, Metro:Otherscape, drew me in more. I wish the example Berlin setting was developed further. However, what's present is more than enough to run a generic myth-fuelled cyberpunk setting. I'm tempted enough to explore the forthcoming Cairo setting, but if that doesn't press my buttons, I suspect I'll be selling this off to someone else who loves it more.

Overall, Otherscape has rolled a 7-9 result for me, a 'yes-but'. That's more about my engagement with the setting than the mechanics, artwork or presentation. If you love Japanese-style cyberpunk and anime, then I wholeheartedly recommend this game. If you like the idea of a myth-fuelled cyberpunk setting then the core book will work for you too.

Recommended.

Edit: One thing that I forgot to mention above is the status cards and how tiers are now managed. It is far less fiddly and much more intuitive than City of Mist. I do suspect that it may mean that characters are a little more fragile, but I'm not certain, and it will work both ways. 

5 April 2025

First impressions - Traveller - Deepnight Revelation Core Box Set (some spoilers)

The Traveller Deepnight Revelation Box set lying on a desk with a keyboard behind it. The cover shows a starship flying towards a singularity in blue and white. The bottom of the box has the tag line 'science fiction adventure in the far future'.

Deepnight Revelation is an epic campaign for Traveller, presented as a core box set with a further six hardback books that expand the detail available plus one adjacent adventure module as part of the Great Rift set's supporting material. 
TL;DR: Deepnight Revelation is a grand, sprawling epic space-exploration campaign, the likes of which Traveller hasn't seen before. It provides the start and end of the journey, plus the mechanics to run the steps in between. However, there will be a significant amount of work for the Referee to do for that journey, unless they purchase the expanded material. Highly recommended.
The box set is presented with a picture of a former Imperial Star Cruiser approaching a singularity, represented with a version of the striking image of a black hole that scientists have recently achieved. Inside the box are four perfect-bound full-colour soft-back books and a double-sided poster map which shows an outline of the journey of exploration on one side and a layout of the Deepnight Revelation on the reverse.The box has a ribbon to allow you to lift the books out of the box easily, and there is space for additional material to fit inside. I've added the Great Rift adventure that links to this campaign - Deepnight Endeavour - into the box. Illustration and layout is good and there are a refreshing lack of typos.

A look into the Deepnight Revelation box showing the first book 'Deepnight Legacy' and the red ribbon to lift the books out.

Deepnight Revelation is a truly epic campaign, with the characters embarked on a voyage of exploration that will take them the best part of ten-years to reach their destination. They'll travel along the edge of the Great Rift, beyond Charted Space and into places the Imperium has not reached, then they will find a way to cross the Rift, before proceeding to their ultimate destination, a unique and unusual gravitational source at the edge of the spiral arm. The route chosen avoids crossing other potential hostile polities such as the Solomani Confederation and the Aslan Hierate. This is a voyage of discovery and exploration the likes of which we haven't really seen in Traveller before. The campaign has links to the Ancients, but it goes much further back than that, with an Entity that has existed from the early days of the galaxy at the heart of the story.

I do feel that there are echoes of MegaTraveller's Arrival Vengeance in style, which is a good thing, but this is something different. Obviously, in concept there are also echoes of Star Trek - The Original Series, but only in the sense that this is a long duration voyage into the unknown. If anything, the Deepnight Revelation is going much further than the Enterprise ever did, in a manner that's far more exposed. There are no subspace communications in Traveller and no-easy way to call for help or rescue. This is a journey far beyond the frontier, and it is entirely possible that the Third Imperium will never find out the fate of the ship if things go wrong*.

*Followers of canon will also know that there are a series of events coming in the timeline which mean that the Third Imperium will likely have changed significantly by the time the ship makes its way back with the coming of the Rebellion and Virus.

The Deepnight Revelation is a decommissioned Element Class Cruiser, converted for use on a long duration scientific voyage. Deckplans, ship details and more are all provided.

The first book, Deepnight Legacy, is a prequel to the campaign and gives a reason for a group of Travellers to be recruited or seek employment with the Deepnight Corporation. You could also use the Great Rift Adventure 2 - Deepnight Endeavour as a gateway to the campaign. The book is 32-pages long, and presents a scenario where the characters are part of an emergency mission responding to a supply starship that is overdue returning from a mission to a refuelling station in the Great Rift. They take one of the sister rift haulers of the missing ship and jump nearly 20 light years into the emptiness of the Rift to a planet orbiting a lonely brown dwarf failed star. 

The adventure is presented is a sandbox investigation which has strong horror themes. There is a useful but basic map but it would have been nice to have a world or region map to go alongside the base map.  There are statistics and deckplans for the Rift Hauler. There are also a number of NPCs to interact with and find out what is going on.

If the Travellers are successful then they will gain some insight into the threat that the Entity presents and its location, information that will make them natural recruits for the Deepnight Revelation expedition. 

The Campaign Guide is 112-pages long and provides the key elements to set up the campaign (unsurprisingly). It starts with guidance on how to integrate existing Travellers into the mission and the roles that they could take. I do think that an opportunity was missed here to provide some guidance on troupe play more explicitly. There is a get out clause to bring the existing Travellers into key roles, by having them part of a Special Advisory Group because of prior experience.

The guide follows this section with an outline of the whole voyage, starting with the opening journey to Marshalling Point Demnan, a journey of 30 months or so. This is a previously established base of forward operations, and the last chance for crew members who change their minds to turn back. 

The guide then gives some key background information for referees on the mission and the nature of the Deepnight Entity, including the risk of infection and the threats that will be faced as it develops. After this, there are eighteen pages of background about the ship itself, including isometric deckplans (the poster map has a more traditional top down view). This is followed by a discussion of the crew and the Travellers' role in it. The ship, a decommissioned Element Class cruiser, does retain her spinal particle accelerator for scientific purposes, but other weapons have been reduced.

The crew section includes departments, operational structures, ranks, quick crew member creation (skills and naming) and, interestingly, factions. Broadly, the crew is split into three factions; the Imperial faction (do what's best for the Third Imperium), the Deepnight Loyalists (do what's best for the company) and the Researchers (science, baby!). Other factions can develop over time; the glory hounds, the disaffected, and potentially mutineers. The chapter ends with a set of six NPCs with short biographies; all a pretty interesting and can add in extra threads to the campaign.

There is an understandably large section (25 pages) on the craft and equipment carried by the Deepnight Revelation, especially as once the ship passes Point Demnan, that's all they have. Details are given ranging from Scout Ships to ground and grab vehicles, from crew uniforms to armoured exploration suits, and from translators through guns to nuclear demolitions charges.

After this, the book has a section on the preparation for the voyage (in which the players get a choice to outfit and supply the ship, and flavour how the crew is). This includes setting the initial Crew Effectiveness Index, the related modifier to that index, and the related departmental effectiveness. There's also a morale rating. These are explained in more detail in the Referee's Handbook, but in summary are used to abstract resolution of tasks at a ship or departmental level.

The penultimate chapter covers the initial stretch of the voyage with opportunities for diplomacy and getting the crew into the right place. Travel is planned in reaches, and this one is outlined in detail. The initial journey takes them to Tobia and then on to Point Demnan. This example section gives a good idea of how the campaign should play out. There are deliberate vague points and the Referee is encouraged to map only as necessary.

The final chapter discusses the expansions of the book - broadly the key things that should happen in areas of space but you need to buy the extra books to flesh these out, before describing two space dwelling creatures; Leviathans and Leachers, both adapted to life in space.

The third book, the Referee's Handbook, is 96-pages long guidance document for the campaign. It covers how to handle large scale resolution, including setting up a resolution cycle for each reach. This is effectively objectives and a set of orders for each stage of the reach. There's detailed guidance on how to resolve this, with some suggestions for events and points of interest. Missions within a reach get broken down into stages and are resolved as needed. This give opportunity to zoom in and out as things happen. Incidents can, especially if the ship has been flying for a long time without major maintenance, result in a crisis which could prove catastrophic. This encourages the players to think of when to replenish and maintain. The ship has been modified and carries the equipment to overhaul itself, but this is a time consuming process. Supplies are critical, and a simple system is given to manage this. Similarly, maintenance has a simple set of mechanics to manage.

There is a large section on using the Crew and Departmental Effectiveness Indexes, forming teams, impact on morale, and how Travellers can rise or fall in esteem. The latter could be very important if factional squabbles develop. Fatigue is also addressed; like the ship, the crew need rest and recovery beyond what they can get from the ship itself. This can be mitigated by taking time to give people reduced duties, success on missions, or seeing wonders, along with wholesale rest and recuperation on a planetary surface. 

There's guidance on using different aspects of star systems in making interesting environments. The book does recommend using the quick system generation rules from the Great Rift campaign, but you can get by with the guidance in this book and the core rules. As this predates the release of the World Builder's Handbook, there is no reference to that volume. 

The book then discusses how shipboard life will typically work, with watches, duty stations, security, in-system operations and deep space operations, plus small craft and planetary operations. After this, there is a chapter on exploration; how to survey systems and plot your routes, plus how to carry out planetary exploration with surveys and expeditions. Science and research is covered with a route to research and make breakthroughs. These chapters are followed by one that talks about the types of world that can be found and the related ecosystems. The book concludes with some brief guidance on contact with aliens. This is fleshed out some more in the final book and also in the expansions, several of which deal with first contact situations.

Terminus Point (72-pages) is the epic conclusion to the campaign and dives back into detail. The book has more detail on the Deepnight Entity and the place that it resides. This includes the challenging final deep space transit to Terminus Point, and what they find. The conclusion is epic and deadly, but there are many ways that the Travellers could succeed. If they fail, they ultimately will put the rest of the galaxy, not just Charted Space, at risk. I'm not going to say any more as it would be a huge spoiler, but I do think that the journey will have been worth it; there will be moments of awe and terror and chances for heroism and cowardice. 

In conclusion, Deepnight Revelation is a grand, sprawling epic space-exploration campaign, the likes of which Traveller hasn't seen before. It provides the start and end of the journey, plus the mechanics to run the steps in between. However, there will be a significant amount of work for the Referee to do for that journey, unless they purchase the expanded material. I was impressed enough to start picking up the additional material, as this is more my kind of campaign than Pirates of Drinax, fantastic though that is. 

Highly recommended.

5 April 2025

03 April 2025

Books in March 2025

A cover collage of 12 books, 7 of which are for the Traveller Roleplaying Game. The header says "@cybergoths March 2025 Reads".

March was a very focussed reading month, with a lot of science-fiction and a lot of the Traveller roleplaying game. I read 2,900 pages and twelve books, bringing me to 34 books in the year, and a total of 8,424 pages. The reading streak is at 814 days.

I'll start with the roleplaying books. I worked my way through the epic Traveller Deepnight Revelation campaign, which comprised four shorter books. This is very much a taster for the campaign; there's enough here to run it and give you a good understanding of what is going to happen, but there's a fair bit of work for the referee. The start and finish of a truly epic campaign are covered in detail, and the mechanics are given for developing the road trip between. I suspect that most referees will be tempted to pick up the extra books that Mongoose have written that flesh out the journey between; I know I will.

I also worked my way through three books which will support my next campaign; Mongoose's Bounty Hunter, and Moon Toad's The Bounty Hunter Handbook and The Jägermeister Adventure. The latter two complement each other well. The Mongoose book is shinier & glossier, feeling more like The Mandalorian with lightweight mercenary tickets. The Moon Toad book is gritty, detailed & realistic, feeling like a procedural TV series, and edges it in my preference. I've detailed The Jägermeister Adventure elsewhere.

I also finished Conflict by David Petraeus and Andrew Roberts. This was a good overview of how conflicts have developed since 1945. I enjoyed the book, but found the difference between the chapters written by Petraeus and Roberts jarring. Petraeus' sections were much more detailed but lost the big picture and key themes that are throughout the rest of the book.

Adrian Tchaikovsky's Shroud was an interesting read. I found it more like a thought experiment in a first contact situation. It also cleverly threaded three different perspectives together. I did find it hard going in parts, but it came to decent conclusion.

Caimh McDonnell's A Man with One of Those Faces was an enjoyable crime romp, with a sharp wit and use of language set in Dublin. A case of mistaken identity spirals out of control. Recommended and I'll be reading the next book.

I read Max Barry's Providence which follows the crew of an AI-controlled space warship in a ware with an alien species. The quirk is that the ship is so automated that the crew are almost there for PR purposes. We get to find out their quirks, and how things play out when everything goes sideways. I enjoyed this.

Finally, after a gap of perhaps 40 years, I returned to Michael Scott Rohan's Winter of the World series, with The Anvil of Ice. This is slow-paced but well written fantasy novel about a young thrall who becomes a Smith capable of wending magic into that which he creates. We follow the start of his journey, as he is apprenticed to a dark and mysterious Master Smith, and then his story when he leaves. I really enjoyed revisiting this, and look forward to reading the next!

3 April 2025

30 March 2025

Public Service Broadcasting - York Barbican - 27th March 2025

Silhouettes of the band, frozen with white light and dry ice. A Saxophonist and trumpet player stand centrally, surrounded by two space suited people. The crowd looks on.
Gargarin!

Thursday night saw me returning to see Public Service Broadcasting for the third time and the second time on this tour. The eldest was meant to be with me but was ill, and I didn't find anyone else who could come along at short notice. This was the second leg of the tour that I went to earlier in the year, so very much focused around The Last Flight, plus a great selection of favourites.


Trombone, Cosmonaut and Trumpet going for it on stage, with keyboards behind, in the middle of the track 'Gargarin'.. Stage is lit by reds and purples. Heads of the crowd at the bottom of the image.

It was a bit of a crazy day; a work event had been arranged after I bought tickets, and I ended up heading back up the A1 from Rutland, hoping that there wouldn't be an traffic issues. Fortunately, there weren't. A quick hello to the family, a bite to eat then off to York.

The lead singer of 'She Drew the Gun', dressed in a boiler suit and covered with purple and pink stage lighting, sings and the crowd reacts happily in front.

The support act - She Drew the Gun - were excellent. An all-all woman band from Liverpool, the singer caught my attention from the start with the powerful poem that she used to introduce between songs. The words landed, and the songs were equally good. I've subsequently checked out more of their music and I really like it.


This was the poem, in case you're interested.

  1. Origin Song
  2. Washed in Blue
  3. Mirrors
  4. Howl
  5. Behave Myself
  6. Poem
  7. Panopticon.

A woman (EERA) sings at a keyboard, lit by purple blue light and framed by the crowd. Behind, another woman's face is on a screen.

EERA was with the Public Service Broadcasting again, and really added something to the performance. Her mike was turned down a bit low at some points, unfortunately.



A bass player (JF Abrahms) stands in front of a keyboard, silhouetted against red circular lights.

That was the least of the worries; when the introduction for PSB was drawing to an end, there was a huge crackle and the whole stage went dark. JF Willgoose appeared on stage with a tech, and the audience took it with good humour. We restarted 15 minutes later. 

Spotlight in blue as the flugelhorn sounds. 

Everyone got into the concert quickly, relieved that it was just a short delay. And then, third song in (People Will Always Need Coal), everything went pear shaped again. Fortunately, it was just a quick restart. After than, there were no visible issues and I think that it got the crowd behind the band.

JF Willgoose at the keyboard, holding his guitar, silhouetted in white with a gold hint to the guitar.

It was a great performance. They played 18 songs, one less than planned due to the technical issues. The track we lost was 'If War Should Come', which should have been before Spitfire. Here's the setlist:
  1. Electra (with EERA)
  2. The Fun of It (with EERA)
  3. People Will Always Need Coal (with EERA)
  4. Progress (with EERA)
  5. Der Rhythmus Der Maschinen (with EERA)
  6. E.V.A.
  7. Night Mail
  8. The South Atlantic (with EERA)
  9. Arabian Flight (with EERA)
  10. Monsoons
  11. A Different Kind of Love (with EERA)
  12. Spitfire
  13. The Other Side
  14. Go!
Encore.
  1. Blue Heaven (with EERA)
  2. People, Let's Dance (with EERA)
  3. Gagarin (with EERA and She Drew the Gun as the Cosmonauts)
  4. Everest (with EERA)
  
The whole ensemble in full flow, brass section at the front, back lit by the cockpit display and spots in purples and blues.

This was the first time I stood for the concert. I was about four rows back from the front, and it was a great atmosphere, but I felt it in my legs after. I only took a few pictures (you can see the rest) as the band asks you not to at the start (and certainly not to spend the whole concert watching through a 4" screen). I didn't want to take that many, as the energy and fun on the floor was more than engaging enough.

And then it was time to go, and I headed off very happy and  slightly deaf (the Apple Watch kept on giving me 90dBA warnings), having had a thoroughly good evening.It did take nearly 30 mins to get out of the Q-Park carpark though!

The stage at the end, with the Public Service Broadcasting flight logo on the cockpit screens behind the keyboard and other instruments, lit in purples.

23 March 2025

An updated City of Mist Cribsheet

Screenshot of the City of Mist Cribsheet discussed here. It has a three column landscape layout designed to be printed over two pages. Colours are yellow and purple, matching the uses in the books.

I've long been a fan of the one page moves cribsheet for City of Mist presented in the Starter Set, using it at conventions in laminated form. 

However, it does have a significant weakness; there are missing moves. The two key missing moves are 'Stop.Holding.Back.' and 'Look Beyond the Mist', which are often referenced in scenarios. The key downtime moves are also missing.

I spent some time recently doing an updated sheet in the style of the Starter Set which includes the following changes:

Added moves:

  • Look Beyond the Mist.
  • Stop. Holding. Back.
  • Downtime Montage (cinematic).
  • Flashback (cinematic).
Guidance on making moves:
  • Making a move.
  • Determining Power.
  • Tag Invocation Rules.
  • Burning Tags.
  • Statuses.
All areas are cross referenced by page number to the relevant pages in the Player's Guide.


I recommend that you print it double-sided, short-edge binding and laminate.

City of Mist is copyright Son of Oak and all their rights are reserved. This cribsheet is intended for personal use only. Buy the game, it's fantastic!

23 March 2025


Airecon 10 (2025) - Harrogate - After Action Report

A large illuminated AIRECON sign that greets you as you enter, with a gaming hall behind.

Airecon in my local gaming convention, but I've never been properly*, mainly as it is very boardgame focused. However, over the last few years, that has been changing. One of my fellow Garricon organisers, Graham, has been helping to organise a roleplaying section to the event. This has been growing steadily, and had 18 tables available in each organised slot, with 16 games offered consistently throughout the weekend. 

*I did pop in a couple of years ago for an hour (which cost me a full day's ticket) to catch up with Graham and Tom and was really impressed at the scale and shear organisation.

Graham asked me to run some games, so I pitched two City of Mist and one Traveller scenario for the Saturday and Sunday. I deliberately picked the four hour slots as I know I most comfortably run games around 3.5 to 4.5 hours. However, the turn around between slots was small so there wasn't really scope to overrun. Saturday was the City of Mist day, with my forever game Traveller on Sunday. I'd run all the scenarios pitched at conventions before, so I knew they worked fine.

I had this mad idea that I'd take the bus from home to the convention, but that fell by the wayside when I realised that there wasn't a bus late enough for the Saturday evening slot (finishes at 23:00, last bus around 22:40) and that I'd finish gaming on Sunday and not be home for another hour and a half (on a twenty minute journey). So it was parking at the local multi-storey carpark for the day. However, aside from food that was my only real expense for attending, as you get a free ticket if you are running.

The queue outside Harrogate Convention Centre, which has a glass and columned exterior. Photo taken looking across the road at the people.


Preparation for the convention was quite gentle, as I'd run the games before. I spent a bit of time pulling together an updated City of Mist cribsheet  (the one from the starter set evolved to have all the critical moves and some guidance), and then just checking I was happy.

I arrived in Harrogate just after 10:00, and was in the venue queue shortly after. As entry requires a bag search (every day) it was slow but steady with two doors open. I had a clear slot, so I wandered towards the trade hall to have a look and coincidentally bumped into Graham, who had already had a full day of being the Roleplaying Tsar.

A tray of dice on the Dice Shop Online stand. Lots of multicoloured dice of various sizes on show. 


The trade hall was heaving. Fortunately, I wasn't there for any boardgames. The roleplaying vendors were limited in number, but did have a good selection. However, there was nothing I was especially after and I managed to talk myself out of any new Mothership material or the Ronin Mork Börg hack. I did grab a new hard dice tray, as my existing neoprene ones have all developed creases. I said hello to Fil and Paul at All Rolled Up who seemed to be very busy (which is exactly what they'd want).

A signpost showed here everything was located in the convention centre.

After my initial reconnaissance, I headed off to find the Queen's Suite, where the roleplaying games were being held. I resisted the Bring and Buy as there was a huge queue of people looking for bargains and dropping off games, and passed the Chaosium stand. Lunch was a sandwich from one of the many food stands. Airecon has a great selection, and even if the food hall is a bit of a trek, the food on offer is worth a look. 

Table set up for City of Mist, with characters and map in the middle and crib-sheets set out ready to use.


And then it was time for games. I set the table up, and as ever, City of Mist looks really impressive on the table. 

My first game was 'The Uninvited Guest' (the 'Unwanted Guest' in the Local of Legends book) which I'd run recently at Revelation. I'd originally got three sign ups that Graham was aware of, but people were signing up until right before the sessions so you had no idea whether you'd have a full table or not. As it happened, I needed up with two people as one had dropped out. That pushed us towards a more initimate investigation, probably a bit more like the genre (which I describe as Netflix Marvel) that the game emulates so well. I gave the players a few experience bumps (three each) to compensate, and we explored the scenario. It never fails to amaze me how differently different groups of people approach the same problem. It's one of the fun things of running the same scenario again as a GM. 

Characters in play: Declan L'Estrange and Bassie.

Ultimately, they prevailed, and seemed very happy with the outcome. One of the players went away happy, as they'd wanted to understand how to play the game as they had it, but didn't quite grok it.

Table of bling - map, handouts and more - for City of Mist.

I dived out from the gaming area and grabbed a pizza in the food hall. The guy making it was worried I'd be disappointed, as it was on the gluten-free base, but it was just what the doctor ordered. It was nice to catch up with an old friend over the meal.

My second game was 'The Maestro of Chalk', which was also from the Local Legends book. I'd previously run this at Revelation in 2024, and it'd presented some challenges with character selection that I'd taken onboard. I'd addressed this for both games by pulling out the pre-generated characters that were a bit too focused for the scenarios. This worked well, and I don't think that anyone felt that they were limited in choice.

Table bling for City of Mist - characters, status cards and handouts.


I had a full house for this game, five players, several of whom I knew from other conventions. They seemed to click as a group, with lots of interplay and zing at the table. I had a lot of fun as part of the opposition they faced could beguile people, and face danger rolls kept on getting failed and people kept on giving the opposition lots of updates on their investigation. They faced down a very dangerous threat which could cause a lot of damage, and worked out its weakness. It was amusing to see a monster taken down by spraying it with a one litre bottle of mineral water! Overall a fun game!

Characters in play: Detective Enkidu, Lance Sullivan, Mairead Conroy, Flicker, Scarlet 

Then it was back to the multistorey and home.

I didn't rush in on Sunday morning, as I wasn't running again. Arrived, cleared through the bag checks and had a wander around the trade hall and then a look through the bring and buy. Picked up a boardgames on spies (City of Spies - Estoril 1942) which looked intriguing and cost a whole £10. The bring and buy seems magnificently organised.

Quick chat with David Scott on the Chaosium stand. We've not talked for years and it was nice to see him. Sadly, most of what Chaosium produces isn't my cup of tea these days. 

I had a good natter with Graham as he was diligently signing thank you cards for GMs, then we went and hit the street food. I had a lovely lamb, couscous and salad dish.

Table read for Traveller.


My final game was the misleadingly titled 'A nice and easy in and out' for Traveller. Nominally, I was using Cepheus Universal, which is functionally Mongoose Traveller 1e (and not that far from 2e), but it all faded into the background.

Some more drop outs and I had two players arrive. I started setting up and explaining how the game and characters worked, then another player walked up and asked if they could join as the game they were in wasn't running. I welcomed them to the table and passed them the remaining characters to check out, and started my introductory spiel again. And then another person came up and asked me if they could join in. They were a volunteer but weren't needed right now. I welcomed them too, and started to do the introduction again. 

It was that point where I realised that I had a table of players who had never played Traveller before and wanted to find out about the game. It always makes me nervous, as I'm showing them my forever game and I want them to love it! I was also conscious that I was running a scenario that didn't really showcase the Charted Space setting. However, I knew that it had worked well at TravCon 2024 and I've been running Traveller for over forty years so the system isn't a challenge for me.

Loke games battle map of a warehouse in use in the scenario.

The scenario is a simple heist and double cross, which seemed to go down well. There was a bizarre moment when one of the players started laughing, then explained that the warehouse map I'd just opened had been used in another scenario that they'd played the previous year on the Sunday. I guess it's a small world and the Loke Cyberpunk battlemaps are really good. I used some of the tricks from TravCon, stealing the Legwork and Alertness clocks concept from The Sprawl again.

The player who had arrived last dropped in and out of the game; I wasn't sure how much they'd enjoyed it but at the end they had a really enthusiastic and animated chat with me which suggested that they had. Another of the players had a skim of the Mongoose 2e rules on my iPad and liked what they saw. I'm hoping I've won another few people over to the game, if not the setting. 

Then it was time to go, and I headed out from a convention hall that was being packed up without a care in the world and no need to check everything was okay. I should do more cons when I'm not in charge! I intend to return to Airecon next year. 

23 March 2025


01 March 2025

First Impressions - The Jägermeister Adventure (Cepheus / Traveller)

A black book lies on a grey desk over a black keyboard. In the middle is the image of a purple and yellow coloured spacecraft in a blue sky, flying left to right and trailing fire. The image is in a band in the middle of the cover, and either side of it are the words "The Jägermeister Adventure". To the bottom left are the author's name's but only 'Tom Price' is legible.
A printed out copy of 'The Jägermeister Adventure'.

The Jägermeister Adventure is a 127-page mini-campaign for Traveller/Cepheus by Moon Toad Publishing, which should give around six sessions of play. It is available as a PDF only at the moment - I printed a hardcopy for use at the table shown in the image above because I plan to run this with my gaming group next.

The Jägermeister Adventure has the characters as a bounty hunting team who end up in pursuit of fugitive who may ultimately threaten the well-being of tens of thousands of people. However, when they start the chase, all they know is that the individual, Eric Voss, was on the defeated side of a war that ended with a strategic exchange of nuclear and other weapons of mass destruction, a war which rendered the planet Valkos a Red Zoned radioactive hell-hole, and that he is wanted for theft of documents from the Grand Imperial Library of Kahn. Lethal force has been authorised and he is believed to be armed and dangerous. 

The book is set in the Minerva Cluster, somewhere on the fringes of the Imperium. Key maps and background are provided for the star systems, planets and locations likely to be visited during the campaign. These are all produced to an excellent standard. There are deckplans, illustrations and statistics for four different starships including the Jäger-Class Bounty Hunter vessel that the players will be using as they take their roles as shareholders of Assured Couriers GmbH, a courier and package retrieval (aka bounty hunting) service.

The various worlds that the campaign visits are all very distinct and a degree of wits will be needed to succeed in the hunt for Voss, if only because they have limited legal authority. The campaign is not shy about presenting hard moral decisions or showing the realities of the aftermath of total war. Although Voss' motivations are understandable, it doesn't make them palatable and the consequences of failure are high stake.

The book repeats some elements of Moon Toad's Bounty Hunter Handbook. I'll be reading that and the Mongoose Publishing Bounty Hunter book over the next month as I prepare to run the campaign. There are references to a couple of other ships that Moon Toad have released as supplements, but they aren't key to the plot so you don't need to own them (but may well want to).

Written and illustrated by Ian Stead, Tom Price and Neil Grant, this is the kind of Traveller adventure I like, grounded and gritty, but with spaceships and the future.

Overall this seems excellent and I look forward to trying it out at the table.

1 March 2025

Games in February 2025

 

A doughnut graph showing the games I've played this year, half of which I discuss in the text, with the rest covered in a linked post about Revelation 9.
RPGs so far this year

I didn't post anything on the roleplaying games I'd played in January as there were none, but things took off in February. I had 10 game sessions in total, five from regulars and five from Revelation which I have covered in another post earlier.

A Roll20 desktop covered in a collage of maps and images of things seen in the campaign. At the bottom left, all five people playing smile at the screen. On the right is the chat window with lots of dice rolls. The middle top of the screen has six clocks for tracking the meta currencies of threat, momentum and fortune. Two blue d20s lie on the VTT, showing 16 & 18.
The final picture from Shadows of Atlantis as we wrapped up.

The regulars were two sessions of Trail of Cthulhu's Eternal Lies and then three sessions of Shadows of Atlantis for Achtung! Cthulhu. Those were the last sessions of the Atlantis campaign, which came to an end after 28 sessions having started back at the end of 2023. Overall, I enjoyed the campaign but I've no hunger to run any more of the setting and system, so I've started to sell it off (just the core rules left now). I'm working out what to run next; Traveller is leading the list.

Screenshot of "Eternal Lies" game with three windows open on a Mac. To the left is pCalc’s Dice with a yellow D6 showing a 5. In the middle is a zoom window with Rädler-Jones us arranged in a column format. To the right is part of a Safari window showing Google Docs and the character sheet for Lotte Rädler-Jones.
Eternal Lies in full flow.

Eternal Lies continues to delight, and it is the most intense roleplaying that I have done, and something I look forward to. I feel disappointed when we have to postpone sessions. We're 52 sessions into this campaign, which has slow burned as we started it in 2021!

I'm drawing on face-to-face versus online this year. The online is either Roll20 or Zoom at the moment.

A good gaming month.

1 March 2025


Books in February 2025

 

A cover collage of twelve books, a mixture of fiction and roleplaying games, with a header that reads "@Cybergoths February 2025 Reads".
Cover Collage for February

February was a month with lots of reading; twelve books and 3,039 pages which is higher than my usual. Three roleplaying game books, one graphic novel and the rest were a mixture of fiction. I have also been working my way through an audiobook which is around the nineteen hour length but I didn't quite finish that in the month.

The graphic novel was the latest compiled volume in Titan's Blade Runner line, called Tokyo Nexus. It didn't add a lot new to the canon, but it was an interesting perspective of a city and culture that I haven't seen before in this universe.

One of the roleplaying games, Comrades, was a re-read as I ran it at Revelation 9 this month. If you fancy a game which gives you the chance to play a revolutionary cell against an oppressive regime, then it may be the Powered by the Apocalypse game for you. The other two books were both supplements for the Traveller roleplaying game, my forever game. I read Solomani Front, the sector guide book to the region of space that includes Earth, a literal frontline. Lots to go at in this one and it definitely gives a different perspective on the Third Imperium (as an occupying power). I also read Rim Expeditions, which is focused on the exploration missions far to rimward that the Solomani Confederation is staging. Again, a useful and different addition.

On to novels; I ended up reading more crime based novels than usual. There's no real reason, but each book I read tends to be a reaction to the one before.

Satu Rämü's Grave in the Ice and The Clues in the Fjord are the first two of four (so far) Icelandic noir crime thrillers, and very enjoyable reads too. Bizarrely, the English editions have dramatic titles whereas the Icelandic editions use the names of characters in the books instead. The stories relate to the work by the only detective in a remote part of Iceland who is partnered by a Finnish intern officer. I will continue reading this series when the next few drop.

I also read The Undoing of Violet Claybourne which I thought was going to be some kind of cozy manor Agatha Christie style manor house tale but it was so much more. The tale tells of two young girls, one from a privileged background (think Downton Abbey but down at heel) who meet at boarding school. The less privileged one is invited to stay for Christmas and she is drawn into events and her loyalty to her friend is put to test by the friends older siblings. The repercussions get followed through to the Second World War and beyond. It was done very nicely and a touch more brutal than I expected.

Full Dark House is the first Bryant & May mystery from Christopher Fowler (who I first encountered with Roofworld). It follows the first and last jobs of a pair of detectives who lead the Peculiar Crimes Unit. The Blitz is underway and there is a murder in a theatre which them must solve. Cutting to the modern day, Bryant is murdered and May must uncover the links back to their first case. This was a steady paced delight, and I'm glad I picked up a good few of these recently when they were promoted at 99p each.

I dived in the British noir of Ted Lewis' Get Carter. It's a long time since I saw the film so this was a delight to read and I note that there are at least two others in the serious (although at least one appears to be a prequel).

I read the third of the Damascus Station books by David McCloskey, The Seventh Floor, which seemed to wrap things up for the agents involved in the earlier books. Enjoyable and engaging, it is as all spy-fiction must be, a tale of betrayals both political and personal. Recommended (but only after you've read the first two).

Two science-fiction books rounded this month out; Adrian Tchaikovsky's Walking to Aldebaran, and Gareth L Powell's Future's Edge. I've had the Tchaikovsky for a while, as he continues to write faster than I can read his books. The story tells the tale of an astronaut who's the last survivor of a mission to a strange object found beyond Pluto. A good book but suffers from the fact that I didn't really like the narrator in it. The Gareth L Powell is the story of an archaeologist who has been infected by an alien nano-virus but may now hold the key for saving all the sentient races in the local area of the galaxy as some very deadly foes have started to emerge. I really enjoyed this and read it over two evenings.

Best of the month is hard to choose, but if I take it on ratings then it would be a toss up between Future's Edge and The Grave in the Ice, with The Seventh Floor just piped at the post.

Onwards.

1 March 2025


25 February 2025

Revelation 9 - Convention After Action Report

A copy of "Comrades - A Revolutionary RPG by W.M. Akers" lying on a brown box, with an e-Ink tablet with notes on below it. It is surrounded by a variety of playbooks and sheets with 'Comrades' in red text as a header and black body text.
A weekend of Powered by the Apocalypse games

The ninth Revelation was revealed this past weekend at the Garrison Hotel. Here's my reflections. 

We nearly didn't have this convention this year, as numbers were short for a long period of time. Part of the fault for this lies with the committee (hangs head in shame) as we didn't get this out there as previous years and probably didn't promote as well as we could have due to a variety of real life issues. There's a big thanks owed to several people in the community who really wanted this to happen (Neil, Guy especially) and promoted the convention. I also tried a variety of online groups to promote this who I hadn't talked to before (eg Magpie's Discord) to try and get some interest. We had around 20% new blood so it seemed to work.

For a while, it looked like were were going to struggle for games and I ended up offering three; City of Mist (my perennial game at this convention), :Otherscape (City of Mist's new Cyberpunk sibling) and Comrades.

The run up was more gentle than I thought; for once I managed to read and re-read all the scenarios by the weekend before and I took Friday off to prepare everything including the con badges, signs and QR codes for the timetables. Naturally my printer decided the cyan toner was running out, but a good shake made it last out.

I drove up on the morning of the convention met Graham and Elaine (my fellow organisers) in the main function room. We were a little startled as the room was nearly perfectly set up for us by the Garrison staff based on Graham's earlier guidance. Usually, we need to fix things up a little. The only thing we ended up doing like that was taping greaseproof baking paper to some of the windows to diffuse the sun which was shining straight in. For some reason, the curtains in the rooms were removed in the last refurbishment.




Graham kicked us off with his usual speech, which has been honed to near-perfection over the last 35 conventions. With so many new attendees, we try to make sure that we don't make assumptions at the start!


A group of four male players around a table playing the Otherscape Roleplaying game.
Metro: Otherscape

The first slot saw me running Metro:Otherscape, the base setting from the Son of Oak team's new Cyberpunk game where myth and technology are mixed. The game saw me playing with a group of folks who I've gamed with many time before. I really enjoyed this, as Otherscape is a honed version of the City of Mist engine. The big change is that it replaces moves with effects. You look for the outcome that most closely matches what the characters are trying to achieve. The scenario was the introductory one from the book, which I worried may have been a bit short, but as it was the shortest slot of the con (at 3 hours) it worked out pretty well. We overran a little bit the players successfully extracted their target, without the need to apply duress. 

Lunch was Morrison's finest. My bring-and-buy materials were selling nicely.


A photo of game materials on a table. To the left, a playsheet with an illustration of a Gumshoe and some red casino six-sided dice and a white mechanical pencil on top of it. To the right is a reMarkable e-Ink tablet with notes of the game. The dice show 3 and 1, a miss.
Mind that tentacle, Mr Gumshoe!

Slot 2 saw me playing Penda's Monster of the Week game. This was a system and game I'd bounced off and I wanted to have another look at it. It was a fun game of weird body horror where we somehow managed to prevail. I suspect that things were made easier by Elaine picking a ghost as her character, which made her near invulnerable to the big bad.  Enjoyable fun.

Dinner was KFC and the latest instalment of the Garricon Book Club. Keary & myself (long standing members) were joined by Jenny and Tony and we had fried chicken and talked media (books, films, TV) and games.

Five players at a table, where a game of Comrades is going on.
Revolutionary Comrades.

Comrades was written as a reaction to the first Trump presidency and the general feeble nature of the left vs the right of politics. In some ways, I was pleased I didn't choose the modern day New York setting; instead, the characters were a revolutionary cell / party in Krescht, a fictional state near Poland and Russia in 1915. This was as close as to what I'd see as pure Powered by the Apocalypse as I went this convention, with full on co-creation of the party and the locations. I had a few beats but never needed to use them as the players embraced the setting. That said, it was very weird to spend a hour doing preparation, only for Elaine's 'Professional' to blow themselves up while making a bomb and she needed to get a new playbook!

A female player with glasses reads the Comrades rulebook while the other players around look on. The table is covered with play sheets, pencils, dice and other detritus of gaming.
Elaine checks the rules after Sasha's demise!

She had a move to prepare a bomb, and the failure aspect meant it could blow up, and that would mean certain death. Naturally, she failed. As GM, I told her that Sasha, her character, could run away or try to stop the fuse. Running away would succeed but the consequence would be huge explosion wrecking the safe house and their fellow travellers. Stopping the fuse would save the day, but any failure meant sudden death and similar consequences for their allies. There was a moment of confusion and Keary said 'roll the dice'. Elaine did, rolling a miss, and Sasha was spread across the city. Fortunately, Elaine took it with good grace. 

The party plotted and schemed with plan to blow up a prison and free the political prisoners. However, they also found out that the local fascist party were holding a demonstration outside the prison to have the leftists hung. Two of the group decided that the leader of the fascists needed to be disposed of, so they planted the bomb in a different place to planned. The bomb went off, the fascists went on a rampage through the city, their leader escaping death, and the prisoners escaped. Udo's priest, the party leader, welcomed the people he rescued hoping to recruit them, but on returning to the city found out that his love had been killed when the soup kitchen she ran was stormed by the rioters.

Overall, a great game, but probably best as a campaign.

I ended up with an unintentionally late night as I foolishly finished the novel I was reading.

Sunday brought the fantastic Garrison breakfast and some good chat, then I went back to the room and had a little bit of preparation time.

Four players around the table for Hutt Cartel, a Star Wars hack of the Cartel roleplaying game.
Hutt Cartel

My first game (slot 4) was Hutt Cartel, which Will kindly ran. I'd first met Will last year when I ran the Berlin Hack for Cartel, and he'd offered a return favour. It was great fun. I chose the Crime Boss as my character and it ended predictably badly for me as the Imperials, Pikes and Black Sun tried to take over my territory on Coruscant. Fantastic game of backstabbing nastiness.

Lunch was Morrisons; I'd toyed with the Garrison for a roast dinner, but the service the day before had been slower than usual and I was planning to run. The raffle went well, but Cillian may be stopped from drawing the tickets as he managed to select pretty much anyone except his parents!

Six players around a table full of bling for City of Mist roleplaying.
City of Mist - all the Bling

The last slot brought City of Mist and a scenario from Local Legends (The Unwanted Guest, but I renamed this The Uninvited Guest as I'm a Marillion fan). City of Mist was like comfortable shoes and Overscape had served as a good warm-up. The crew investigated and the scenario ended in a confrontation at a funeral in a church; fortunately the player's prevailed. I did have some sub-plots which never really got into action, but overall people seemed to have a great time and I was asked to give some of my friends who I see far too little of a heads up if I ever run this online.

City of Mist has some fantastic supporting material and the feel is very much Netflix Marvel in power, Noir powered people. I enjoyed running and the players seemed to enjoy playing. Several had done previous sessions with me and this is one of my most run systems.

And then I tidied up (Elaine and Graham had to go earlier) and it was all over, another great convention. I was surprised I didn't play any Forged in the Dark, but I guess that sometimes that's how it happens.

Revelation will return.

25 February 2025




09 February 2025

And finally... BITS Website refresh completed (Traveller RPG)

Screenshot of a Safari Window with the BITS website live in it following refresh. It's a traditional left-hand sidebar and blog column design. The website is focused on the Traveller roleplaying game.

That took a lot longer than I intended, but finally the BITS website has been properly refreshed.

Due to the amount of time that we had access issues (exacerbated by BITS going into near hibernation post pandemic) the updates were pretty significant.

  • Migration of the site to a different server at the host.
  • Upgrade of PHP by 3 major versions.
  • Recover of the old RapidWeaver site (from my old MacBook).
  • Finding an interim way to convert an old Rapidweaver format file to a later release that's happy running under Apple Silicon.
  • Getting frustrated as I couldn't find a way to download a version of Rapidweaver I'd bought on the App Store that had been withdrawn by Real Mac Software, paying to upgrade to the current version (albeit under offer at Christmas) and then finding the download files and generic licence for the older version a month later in the Rapidweaver support system.
  • Updating the theme to one that worked with the new version.
  • Changing all the copyright and trademark and licence references to reflect Mongoose Publishing's ownership.
  • Removing commenting due the UK OSA.
  • Updating all the product references, adding in the products that have come out in the interim, chasing purchase links to DriveThruRPG from RPGNow.
  • Explaining why BITS doesn't do membership anymore.
  • Removing the legacy software pages (these may return, but I haven't had much call for MacOS Classic files for a long time).
  • Feeling very sad at the number of people and websites we've lost as I cleaned up the links.
  • Striping out the webring (as it seems to be defunct).

Things I didn't do.
  • Migrate to Wordpress. Possibly still on the cards, but that would have been a block of work beyond this and I wanted to get this done. I'm not entirely sure I want to do this myself.
  • Update the PowerProjection.net site (that's coming).
  • Fix the redirect from bits.org.uk - that needs Andy Lilly to change something with the host for that domain. Should happen this week.
Anyway, nice to get this particular weight off my back!

9 February 2025

04 February 2025

Traveller - when the X-Boat comes in

A montage of 6 Traveller roleplaying game book covers.

A parcel arrived from Mongoose Publishing this week with the remainder of the Traveller books I'd identified that I wanted to pick up as I engage back with the game. 

The Christmas purchases had seen my picking up a number of the core books in the current version (Central Supply Catalogue, High Guard and the Referee's Screen), along with some of the background books on sectors and the Third Imperium. This delivery finished off the updated core books with the Traveller Companion which means I have all the updated core books, which helps especially if I want to do some writing under the TAS programme. 

Part of my focus here was looking at a different aspect of Traveller, specifically exploration. I'd skimmed the PDF of Rim Expeditions and liked what I saw. The Solomani Confederation expeditions into deep space in the opposite direction to the Third Imperium give a completely different flavour to the more constrained spaces of the Spinward Marches where empires and smaller polities are butting up against each other. This is a true frontier and a wide open space. To complement this, I picked up the World Builder's Handbook, to allow easy expansion of planets and systems. For an exploration based game, the ability to dive more deeply into generating the detail of star systems is key.

I also picked up the Starship Operator's Manual, for flavour. The original Digest Group Publications Starship Operator's Manual was one of my favourite books for MegaTraveller as it gave me lots of details that allowed me to give flavour to the experience that the players got. I'm hoping this one will live up to its predecessor. 

The final book was Mysteries on Arcturus Station, which is an adventure anthology. I was a big fan of the Classic Traveller Murder on Arcturus Station and I picked this up because it contains a rewrite of that adventure and some others. I may well roll one of them out at a convention.

There was also a little bonus in the package, The Sea Dragon, a leaflet with an underwater vessel which Mongoose added as a freebie. 

Overall, I'm quite excited by this delivery; lots to dig into and a chance to dive into exploration in the setting. I've never run a game in that vein; I'm not certain if I will but it's nice to explore something different and new for the setting.

4 February 2025

02 February 2025

Delta Green - another dead drop lands...

The cover of Dead Drops for the Delta Green role-playing game which shows a person standing before a vaguely humanoid shaped creature from the ocean, with two glowing shapes near were eyes should be. Behind the creature, the sun is setting and the person is silhouetted in the space between the legs of the monstrosity, arms outstretched as if they have summoned the creature.
The latest dead drop.

There was a surprise parcel for me this Saturday, the latest Delta Green release. This one is an anthology of scenarios which have been released separately as PDFs and PODs but are now gathered nicely together in an offset press hardcover. This was an extra over the original Kickstarter, but Arc Dream do a great job of offering extra material at a decent rate through the channels that they've established for fulfilment.

I backed the first Kickstarter that Arc Dream did back in 2015, and it reached a number of books when it was worth going in deep in the backing. That Kickstarter is still not quite fulfilled, but a couple of times a year a new, wonderfully illustrated, fantastically edited and well written tome lands through my letterbox.

I trusted the team behind this, because Kickstarter wasn't their first rodeo. The Delta Green team were into crowd-funding early on, on a platform called Fundable (long since gone), initially to produce a combined volume of the various chapbooks that they had produced for the initial release that subsequently went for silly amounts on eBay. The result was a hardback book called Delta Green: Eyes Only and more followed. 

They've subsequently run two more Kickstarters - one for Delta Green - The Labyrinth and more recently for The Conspiracy, the original 1990s material redone in the new style and format. I backed both fully and I'm not disappointed in what I have received.

Delta Green is a game of cosmic horror and although it deals with the Lovecraftian mythos, the feel is vastly different to Call of Cthulhu. It's set in the modern day, with formal government agencies and/or an illegal conspiracy within the government to oppose the occult horrors.

The game is a laser-focused d100 percentile engine, streamlined and focused. The experience is different to Call of Cthulhu, perhaps colder and more dangerous. The sanity system and bonds to family and friends feel more robust and real. The end times are coming and the stars are nearly right, but perhaps the agents can hold back the darkness for a little. It will cost them everything and more. If you're curious, the Quickstart is free and gives a good flavour for the game. 

It will taste of ashes.

I absolutely recommend this game and setting; I've run several one off games, in one case turning the whole opening series of Stranger Things into a sandbox scenario. I'm also on a promise to my fellow Eternal Lies player and the GM to run Impossible Landscapes when we finish that game, a campaign that explores the King in Yellow mythos.

2 February 2025

01 February 2025

Books in January 2025

 

A collage of the covers of the books that I read in January 2025. The top of the collage has a stylised avatar of me, and reads "@cybergoths January 2025 Reads". The books themselves are discussed in the text following.

My reading in 2025 has got off to a good start, with nine books finished and a total of 2,460 pages read. Of those books, one was both non-fiction and an audiobook, two were roleplaying games and the balance novels.

The non-fiction book was Gina Martin's "No Offence but..." which would probably get me frowned at by the current US administration. It explores common phrases and how they can impact on people who aren't from the UK's dominant white (and male) culture. I learned a lot and loved the way that this was presented; Gina Martin alternatives with other writers as they go through the audiobook, so it reflects a diverse set of voices. Definitely worth the time.

The roleplaying books were "The Lost Caravan" which is a road trip set after an alien invasion. I liked this, but it's very much a one-shot campaign, albeit one that would probably play out differently every time you run it. Starting from a variety of locations, your caravan crosses from one side of the USA to another and becomes increasingly involved with the events of the invasion. Not sure that I will run this but definitely don't regret the impulse purchase.  I must read Fria Ligan's "Electric State" and compare the feel of that to this. 

I also read "Tokyo: Otherscape". Gorgeously illustrated, well written and evocative, it didn't quite land for me. I'd hoped it would make me super-excited about this setting from the publishers of City of Mist, but although there were a couple of moments where I though 'Oh that's interesting" it didn't give me the GM tingles. It's a shame in some ways as the way the City of Mist Engine has been built, this looks like really well built system for any cyberpunk type game. Perhaps running this at Revelation in February will change my mind a little.

Non-fiction was varied. My favourite two books for the month were Charles Stross' "A Conventional Boy" and Derek B. Miller's "Radio Life".

The Stross delightful mixes the early 1980s Satanic Panic over roleplaying games with a geek's first game convention and twisted cults in the Laundry universe. Miller's book is a post-apocalyptic tale in a future were humanity has collapsed back from a technological high. It reminded me a little of the Legacy: Life Amongst the Ruins roleplaying game in flavour and was extremely well written. Loved the thread of hope for the future in this story. I do like Miller's turn of phrase and all his books so far have drawn me in. 

"Norwegian by Night" is another novel by the same author which I also read. In this one, a former US Marine is living with his grand-daughter in Norway, when he witnesses a killing and ends up trying to protect a small child. The protagonist perhaps has the early signs of dementia, or perhaps it's the weight of the years that he has lived. I enjoyed this and it was quite different.

"Galveston" is by the show-writer for the first season of True Detective and it shows. There's that intimate feel of the south of the USA. The main character is a flawed career criminal who faces a set up that puts his life in danger. Overall, a good book even if I never liked the protagonist.

"Good Girls Don't Die" was a return to Christina Henry. It's a twisty tale of three women who find their lives threatened when they end up somewhere they don't expect to be. Their stories intersect and come to a fast but effective conclusion. 

Finally, I read Sarah Penner's "The Conjurer's Wife" which was a short novella about the wife of a Conjurer (no surprise there). They are performing in 1820s Venice, in a show that seems to have real magic. Olivia is his assistant and wife, but a secret from their past is about to be revealed. Enjoyable, even if I did half-guess what the reveal would be.

Pages read line graph showing January 2025, with has a spike of higher reading levels towards the end of the month.


23 January 2025

Trail of Cthulhu - Eternals Lies moves into the endgame (minor spoilers)

Screenshot of monitor during game. On the left, a set of hand written notes synced from a reMarkable. In the middle, a Zoom window with three smiling players about pCalc's dice app which has a yellow D6 showing a '2'. On the right, a Google Docs character sheet entitled "Eternal Lies - Lotte Sadler-Jones".
Everyone smiling.

We returned to Eternal Lies on Tuesday night, some four years on from starting this epic Trail of Cthulhu campaign. We'd - more than luck than judgement - successful defeated one of the most dangerous cultist leaders we'd faced and were now stuck on an island off the coast of Thailand with access to a huge library but no boat to escape.

The session turned into a recap, as we had finally finished pulling most of the threads we had, travelling to Savannah, Los Angeles, Mexico City, the Yucatan, Malta, Ethiopia and Thailand with some shorter stops elsewhere. We have a destination - possibly our final destination - and something awaits us at a remote, forbidden mountain. It seemed the perfect time to recap our notes to try and work out what we're doing.

The campaign is built with a veneer of lies and obfuscations, with a global network of cultists who all have their own, very different agendas. However, we don't really know what the real mythos entity is that sits behind this. It's clear people were misled and key witnesses are dead or missing. We've ended up with a pretty scorched earth approach but we don't really know what the real truth is here. 

We know something bad was summoned. We know that it may not have left. We suspect that it wasn't what most of the people expected, but we rely on the testimony of cult believers and people broken by the events. Unreliable witnesses. Liars. The testimony of a godlike alien entity. Nothing is certain. Nothing seems clean or clear. Our characters face the failure of their personal lives and relationships, and are perhaps tainted in a way that they cannot return to how things were. Are we just puppets in a power play between forces we can't comprehend.

The campaign is deliciously done; it has a purist noir tone, but sometimes we have had to act as if it was pulp just to survive and move forward. It is perhaps one of the best mythos campaigns I've read (when it first came out) or played.

We recapped through our notes. I have 85-pages of scribbled jottings (well, 87-pages after the session) and Dr Mitch has something similar. We confirmed what we knew, and realised that we seems to have been scraping around at the surface of this mystery, albeit in different geographies. There were occasional moments of insight, but the big picture is not quite in focus, hidden by the Liar. Perhaps we'll never know, but we hope that the actions our characters have taken are justified and helpful for folks.

Rich and Pelgrane Press have woven a truly challenging and intense mystery, and one of the best campaigns that I have played. I think that one way or another, this will end in 2025. Death or victory, or perhaps both? I'm not certain the characters will come out of alive, but that's okay if their actions succeed to preventing a threat to the world. I think Dr Mitch and I have resigned ourselves to the thought that our characters won't get out of this alive.

23 January 2025