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

19 January 2025

Hot War - Mini-Campaign 2008 - Write up

Hot War Dice

Week 1 

The game started on a cold wet afternoon in November, with the team enroute to the old Carriage Cleaning Sheds south of Victoria Station to collect an urgent requisition in a motor pool Bedford Truck from the government stores there. They skirted the Green Park and Hyde Park refuge camps, and pulled into the railway areas through the side gate by the Victoria BOAC terminal, which both Tobermory Jones and James O'Brien knew about. They had to divert some kids away who were scavenging for fuel to take back to the camps in the Chelsea Hospital. 

Arriving at the shed, Josie entered by the pedestrian door to open the vehicle entrance, and was faced by a very jumpy and lonely guard (Pvt John Anderson, Sometimes I get a bit Panicky (-) ) who challenged her. The first conflict of the game happened her with Josie sweet talking him into co-operation and looking at the papers to see they had a legitimate reason to be there rather than shooting her. On unloading, they discovered that some of the electric supplies they had to collect had already been requisitioned, and had been taken away by an M Todd. Burgess thought that this sounded like a dodgy undertaker who he knew, who was exploiting public health payments from the Ministry of Food. 

It was late afternoon when they got back to Down Street, and they found that their boss, Major Hugh Wilson had left them a note telling them they were late and to meet at the Ritz. Josie was barged by one of the BERB people on the Down Street stairwell, and she realised after the event that she knew him from Porton, one Harry Ackroyd. Burgess was pretty shocked at the treatment. They took the truck to the Ritz, and after O'Brien and Jones were changed into ill-fitting but appropriate jackets and ties by the concierge, they entered the bar. 

The Ritz was a shock to most of the team as it was like the war had never happened. Good food, drink and a great jazz show by Humphrey Lyttleton accompanied their brief meeting with Major Wilson, who ordered them to deliver the parts to HMS Dreadnought (moored at Charing Cross Pier) and then to follow up the potential pilfering of the stores by Todd the next day. As the team rose to leave, the waiter asked Burgess to come over to see another gentleman. Short, well dressed and probably as wide as he was tall, he was sitting back to the wall with a pipe. It was, of course, Richard Powell, Burgess' MI5 contact who told him to keep an eye on the 'BERB Johnnies' as they were 'up to something'. There was a short discussion of the merits of moles vs weasels vs rats, and the shame that there were so many these days, and Burgess then rejoined the group. 

Relieved, O'Brien and Jones were out of their jackets and they drove down the razor wire protected Navy Compound by the Thames. O'Brien did the talking with the Marines on guard, and the team entered the compound and saw HMS Dreadnought tied up as they were unloaded. They then headed to the pub and had a drink, agreeing to start at the Carriage Cleaning Sheds the next morning to track down any clues as to who had pilfered their supplies. 

Tobermory Jones wanted to verify the story Burgess told about Mortimer Todd, so he went to visit Mrs Bloomer (I have the confidence of everyone who's anyone (-) ) with her favourite tipple. Being drunk, and also a bit a a cheeky chap he charmed his way back into her confidence, narrowly missing his negative traits adding unexpected consequences. He found out that Mortimer Todd did, in fact, have a haulage firm which had been doing rather well and was built on Army trucks. 

Next morning, the team took a Land Rover and headed back to the Shed, where they discovered that M Todd was the haulier, and it was signed for by a J Swales. The requistion was authorised by a Squadron Leader Lazenby Harris, who was in a similar position to Major Wilson, but suffering from the INDIGO-DIAMOND effect in the way he was treated in the SSG. 

They decided to leave Harris for later, and headed west along the Embankment towards Brompton Cemetery and Mortimer Todd's Offices... 

Week 2

The Chapel - Source Wikimedia

The team drove down to the cemetery, and parked up the Land Rover, walking on foot towards the Mortuary Chapel and the parts of that Mortimer Todd had requisitioned. As they drew close, they saw a number of people hanging around the outside in smart suits, with obvious bulges for guns. The only member of the SSG team with an obvious weapon was Tobermory Jones, who was discovering that it was pretty difficult to hide a Stirling Submachine Gun.

Burgess recognised the leader of the group as Billy Todd, Mortimer's younger, less subtle, and less bright, brother. With his clear upper class accent, Burgess made it plain that he would brook no dissent, and insisted on seeing Mortimer. Billy made a show of pretending that he wasn't around, but went and checked, coming back to say that everyone but the guy with the gun could come and see his brother. Tobermory was left upstairs as the rest of the group descended into the bowels of the mortuary chapel to the offices that Todd had established. Todd and Burgess' mutual loathing was obvious, and the initial pleasantries rapidly deteriorated into a set of sharp exchanges as each tried to browbeat the other. 

[A conflict on Influence initiated here to find as much out about what Todd had been shipping. Josie chipped in to support Burgess with her Truth Seeker trait, aided by the details of the transactions they had found out earlier which gave an extra 2 dice as a tool. The players won, and asked for Todd to blurt out something important as well as answer the questions.] 

Intimidated by the potential risk to his government contracts, and the quietly intimidating man standing behind Burgess and Miller, Todd let it slip that someone called Edward Robinson was involved with the work that he had been doing moving stuff. Josie recognised this as someone senior in BERB. Todd denied knowing where the stuff went, but said John Swales, a driver he used would know. He said where he could be found, just south of the river and downstream of Battersea Power Station. He also let Josie review the documents for transit and take the originals on a promise that she would return them if he needed them. One of these referenced a Morganhammer Drive, but the rest seemed to be electrical kit and on genuine requisition dockets. Todd denied any wrong doing. 

The team left, picking up Tobermory who was trying to psyche out the men upstairs. As they left, they noticed that the catacomb entrances showed signs of use, guessing that they were probably stores for Todd's operations. They chased off the kids who were trying to steal the Land Rover's tyres, and headed south across the Chelsea Bridge, past Battersea Power Station (now running a few hours a day at most and guarded by army reserves) and along the southern bank of the Thames until they reached the location where Swales was meant to be. 

As they pulled up, O'Brien decided to stay with the car, watching the increased activity on the river. Most of the houses here were bombed out, but the team found a group of men warming themselves by a brazier. As the team arrived, one of the men was pointing to the other, west along the river towards the power station and saying ' and it was shooting up into the sky'. [This was Elaine's image from the pre-game session.] 

Using cigarettes as a bribe, the team rapidly established that Swales was talking, that he was describing some weird lightning that shot up from Battersea Power Station into the sky a few nights before during a storm, leaving a purple after-image. He assumed that it was something to do with the weapons the Russians had used. After some more cigarettes from Burgess, he happily talked about the work that he'd done for Todd. Apparently he'd dropped off some electrical supplies at the Power Station, some more up near the hospitals by Westminster bridge in some lockups near a railway, and finally one delivery to Goodge Street Station which had been collected and taken down below by a senior looking RAF officer and his men, going by the name of Michael Gordon. The last one rang alarm bells as Goodge Street had been closed for so long. Cultivating the opportunity to use Swales as a contact, they found that he lived in one of the less damaged houses here and was willing to work. 

The team headed back to Down Street. As they came to the barricade, they witnessed the army executing a suspected Soviet NCO who was found in the Regents Park refugee camp and had obviously forged papers with Americanised spellings. It was a big change from the London they knew and loved. 

At the station, Josie pulled out her old BERB pass, and took Tobermory downstairs to the deeper part of the station to pay a visit to Harry Ackroyd to try and establish if he knew what the connection to Edward Robinson was. Crossing the boot barrier into the clean area, with Tobermory disguised as an electrician (using a tool bag to hide his SMG), Josie Miller went and found Ackroyd's office, dimly let except for the desk light which he was peddling. 

The door closed, they proceeded to intimidate him, with Tobermory adding to the threat by pulling out his SMG just as Ackroyd was being asked how he survived. [Conflict, lead by Josie to get him to sing. She invokes her hidden agenda about finding out what BERB are up to, gaining 3 more dice. The team wins, and Ackroyd gains a temporary trait of 'Sings Like a Canary'.] Going pale, panicking and soiling himself, Harry admits that BERB are planning something to 'put them back were they should be', and mentions that a lot of RAF top brass have been seen here, visiting The Professor and others. He also tells Josie that Robinson isn't based her in Down Street at the moment, but is at a BERB safe house out in Wimbledon, near the Tennis Courts. Apparently, he's working on a secret project. Satisfied, Josie and Tobermory leave, reminding Ackroyd to tell no one of their visit, and not to ever push Josie Miller on the stairs again. 

Reunited, the team decided to head to Wimbledon even though it was late in the day...

Week 3

We finally got to play again last Wednesday for the first time since Continuum. It was a close run thing, as I had a lot of issues at work which meant that I got home late, and my preparation was less than I really wanted. Neil couldn't make it, so we ran his character James as a co-owned character between me as GM and the players.

The game resumed with the team heading south of the River in their Land Rover, in the direction of Wimbledon. The trip there was pretty uneventful, even though it was heading towards late afternoon. The centre of Wandsworth was a mess, and the team were relieved to reach Wimbledon. They passed the Lawn Tennis Association's Courts as the sun was starting to sink low, looking on at the despair of an abandoned refuge camp. Finally, they turned west along Copse Hill (graffiti'd to the obvious) and arrived outside the suburban address they had been given as being the location of the BERB safe-house where Robinson was holed up.

The house was in good condition, protected by a well established tall hedge with razor wire on the top. Alongside, to the right, was a track going towards the golf course at the back. The team immediately picked up on the fact that this was pretty clear, despite the general overgrown look of other parts of the street. They had a quick discussion (with Josie increasingly taking the lead) and drove around the back, parked around to the left.

As they did, they noticed some figures in the distance on the Common and Golf Course to the north, silhouetted against the fading light. Strangely, they looked as if they were walking dogs, and were almost a picture of normality except they were all wearing weird sloped and pointed hats, and the high grass and shrubs which had sprung up since the war broke out somewhat concealed them.

The team decided that discretion was the better part of valour, and to focus on the job in hand. The back of the house had the same high hedge with razor-wire on top, but set within in was a black wrought iron gate, with a well maintained padlock. Needless to say, this failed quickly to the application of brute force, and the team entered into a scarily well kept garden. It was almost as if the last 12 months hadn’t had any impact on the place. They forced the back door into the laundry/utility area, and moved on into the kitchen. Two things immediately became apparent; the house had power, and it was well stocked with good food and drink, albeit preserved rather than fresh in some cases. Tobermory immediately liberated some ‘vital supplies’, and the team started to explore the house.

The dining room showed signs of having been used recently (the meal had not been cleaned up). The front parlour was covered with dustsheets and obviously not used. And then they noticed the stairs going down to the cellar under the staircase to the first floor. They also realised there was a hum from downbelow. “Must be the generator”, was the comment. So, have established from tracks in the dust on the stairs that people had been down here recently, they headed down, somewhat nervously.

Two things became apparent; although the room was not lit, there was a disturbing set of glowing orange lights in linear arrays in the gloom, and the place was warm and seemed well ventilated. Finding a light switch, Josie revealed the room to contain what seemed to be a near start of the art computer set, with tape and piles of punched cards around. The light also revealed that the cellar stairs continued downwards and had thick, armoured, power cables coming up into the computer system.

The lower cellar was a storage area with a surprising find. There was what looked (initially) like a water tank in the middle of the room, about 2 yards in diameter, clad in polystyrene. As the team examined it, they realised that the ‘water tank’ had an atomic trefoil warning symbol on it. Examining it further showed that a polystrene jacket surrounded a concrete cylinder with a steel drum inset into it around a yard diameter. Writing on a plate on the top stated ‘Mark IIa Portable Atomic Pile – Licence holder: BERB’. The team were lost for words. They went back upstairs to discuss the finds, heading to the first floor.

One of the main bedrooms was obviously being used by a man for its intended purpose. The other was a veritable treasure trove. The walls were covered in plans, PERT charts and calculations. There was a drawing board with maps and calculations. Spending some time examining the room, the team shared experiences which started to put things together; 

  • The map showed a location in Wiltshire near Porton Down.
  • There was a second map of London with the Battersea Power Station marked on.
  • Both locations had detailed latitude and longitude recorded. 
  • The Wiltshire Map was an Air Ministry one, with Indigo Diamond Eyes Only stamped across it. There was a navigation route for an aircraft on it.
  • The PERT chart indicated that something was due to happen that night at Battersea.
  • There were references to the Morganhammer Drive and some complex engineering designs which suggested some kind of twisted technology with a temporal and spatial purpose. References were made to a portal.
  • There were many complex calculations for time and distance which seemed to be linking Battersea to the Wiltshire location, but with time and spatial references a year apart.
From this, the team immediately concluded that BERB was trying to get a team to retrieve something – or someone – from Porton Down a year ago before it was H-Bombed. Burgess grabbed what appeared to be the key documents and maps to take back to HQ and as he did so the team heard a truck of some-sort pull up outside.

Keeping a low profile, they did their best to observe from the windows. The truck appeared to drive alongside the building to the gate to the golf course. There was silence for a moment, and then a whistle and some ululating cries coming from the golf course. Some of the figures, which had been on the common, met with some uniformed people from the truck (in greatcoats and hats) who appeared to direct them to unload something. Soon after, the cries were heard again, and then the truck departed.

Shortly after, Tobermory slipped out to see if the coast was clear, and saw someone in a fur coat had the bonnet of their Land Rover open, looking like they were trying to steal parts. Waving his Sterling SMG, he challenged the person, only to realise when they turned around that the person was some kind of horror. Perhaps just short of 6 foot tall, stocky and wide, with a white fur/hair covering, the creature opened a yellowed pointed snout to reveal vicious fangs. Beady eyes looked out from the snout, and what looked like nothing so-much as a park keeper’s peaked hat seemed to grow out from the head, meshing with the matted fur. The abomination had what looked like the remains of a Royal Parks Uniform jacket, and a long, sharp, litter stick. [Hello, Wombie!].

Tobermory decided to escape rather than fight, and the creature wanted to rend him limb from limb. [The conflict was a bit unsatisfactory as the 15D vs 11D didn’t get a clear win for either, as it was, Tobermory took a -1D temporary descriptor in damage]. He narrowly escaped backwards, being hurt on his arm, and then the rest of the team piled in to back him up. They definitely hurt the creature, which dived back into the undergrowth. [The second conflict hurt the creature, reducing the action score and reducing the later threat.]

As they gathered their wits, another truck arrived; the team fled to the kitchen, and barricaded the door with furniture. And then they were surprised to hear a knock on the door, followed by an upper clash English voice with a slight eastern European hint call-out; “Robinson, are you alright? Did the creatures get upset?”.

Deciding the time had come to bluff, the team opened the door to be faced by a senior RAF officer in his greatcoat. “Hello,” he said, “I’m Group Captain Michael Gordon. And you are?”…

---

And we wrapped at that point. The game suffered from the long break, and also the fact that the team had decided to take a direct route to the main BERB site rather than check out the other areas that were hinted at. This made the evening somewhat exposition heavy. But Skype was working well, and Hot War has a nice, flexible system.

Oh, and the Group Captain was not all he seemed, but you can find out later…

The Wombies are based on a blend of the Wombles, Park Keepers and Bayonet Troops. They have a bunker in the common, and are controlled by the agent with twisted technology who manufactured them.

We did run at least one more session, but I cannot find either my write up notes or the scenario. It involved the Vulcan Bomber with a H-Bomb being pulled through a rift and crashing by Battersea Power Station. The players intervened to prevent the bomb falling into the wrong hands. Unfortunately, I can't remember what happened next. I wonder if any of the players will?

19 January 2025

Second Part: Session 0 and Characters.

18 January 2025

Hot War - Mini-Campaign 2008 - Session 0 and Characters

Hot War Dice


Here's the set up and background for the Hot War mini-campaign I ran. This was co-created with my players (Graham, Elaine, Neil and Stuart).

Style: Open 
Tone: A very British Catastrophe with a post apocalyptic feel and wombles. 

What are the characters doing? 
Spy hunting and looking for terrorists or inflitrators, very much focused on the enemy within. This involves getting involved with the black market and the scavengers that live in the city and old open spaces. 

Who are the antagonists?
  1. Soviet Deep Agents - moles like Philby and Burgess. 
  2. Conspiracy theorists who have infiltrated the government to try and find out the truth, but are nothing but trouble. 
  3. Twisted horrors with slime and tentacles that suck out people's brains. 
  4. Things in the smog
Who else is involved in the game? 
  1. The local undertaker, Mortimer Todd, who outwardly polite and reliable, inwardly on the make.
  2. Well meaning reserve forces with guns who really shouldn't. 
  3. Dr Christchurch, a veteran Doctor with haunted eyes who has seen it all. 
  4. Mrs Bloomer - a widowed local "washer-woman" who gets by helping everyone out and just happens to have a very deep cellar. 
  5. The billboard man who walks the streets with a sign 'The End is Now', berating people that he warned them, but they never listened... 
Photographic Images. 

A derelict power station looms in the background with a small boy – 3 to 4 years old, dressed in shorts and a tank top, grubby with ruffled hair - running in the foreground with a concerned or scared face. His hand is raised as if holding a balloon or kite, but you can't see what as it is off the edge of the screen. In the mist in the background a figure stands watching. [Graham] 

It's night time, and 3 to 4 people are standing and watching a large house standing on its own burn furiously, blotting out the stars. It's obviously beyond saving. You can't tell who the people are as they are wearing large coats and hats. [Stuart] 

A group of 5 men are standing closely around a brazier in the foundations of a ruined house warming their hands against the frost. The trees around are bare of leaves. One of the men is looking up to the sky and tapping the shoulder of a second who is facing him. The other three haven't noticed. With their hats and coats on, you can't recognise the rest. [Elaine] 

It's raining so hard you can't see clearly, but the garage under the railway arches is close enough that you can make out the boxes within, along with their government property labels. Two figures in hats, with coat collars turned up against the rain, are talking to a third who is inside the garage and somehow doesn't look quite right. [Neil] 

A Vulcan Bomber trails flame and smoke as it falls from a rent in the sky above. [Dom] 

Planned Game Length; 2-3 sessions 

CHARACTERS 

Carlyle Gregory Burgess 

Well-spoken and as well-dressed as possible under the circumstances (think Terry Thomas), leaning on a cane in his left hand. Dark, slick hair. Trim moustache. Trilby hat. 

Faction - MI5 

Action 2, Influence 3, Insight 3 

Traits
Speaks BBC English, the Voice of lost culture (+)
Feigned limp appears a sign of weakness (+) 
No compunctions about killing people(+) 
Slick-tongued but cynical (-) 
No-one else will look after me (-) 
Somewhat Impulsive (+) 

Factional agenda: There are lots of well-connected deep Soviet agents out there. Find them! (9) 
Personal agenda: Find the family fortune - it's not in the bank vault! (5) 

Relationships: 
Charles St. John Bryan: former Cambridge college room-mate - "I owe him for the tip-off, but I'm worried that he could just be a Soviet mole, all that appreciation of the Russian State Opera..." (+2)

Tobermory Jones: One of the "little people" (-1) 

MI5: I trust nobody completely, but I distrust my controller the least. (+2) 

Josie: We both know the importance of appearances (+2) 

Mortimer Tod, the Undertaker: We know where we stand with each other: I trust him as long as I can see his hands (-2) 

Experience scene: shortly after Cambridge suffered serious damage from a near miss by a shadow weapon (war fact) Carlyle Burgess was in the study of his tutor, Sir Christopher Miles, senior fellow of Jesus College, who, thinking Carlyle was a potential Soviet sympathiser clearly stated that he could offer Carlyle protection in the current conflict. Furious at the implications of this statement Carlyle attacked the man with his sword cane, only to be physically ejected from the study by the more able opponent, bruised and battered. Both men left Cambridge shortly afterwards without seeing each other. This conflict opened the door to Carlyle's MI5 recruitment. Arguably, a second war fact is established here - Miles is a Soviet Sympathiser. 


Tobermory Jones. 

Factory Worker. Perhaps a Soviet sympethiser? Looks exactly like Dick Van Dyke's character from Mary poppins. but with a Stirling sub machine gun. Evidence on Soviet Infiltration that has got him recruited into the SSG. 

Faction - Trade Unionist, 

Action 4, Influence 3, Insight 1 

Traits
Gun play (+)
Keep the Red Flag flying here (Insider Soviet intelligence) (+) 
Loveable rogue with a place in the heart of the people (+) 
A cheerful optimist who is often surprised (+) 
Unlucky in love (ladies who have telekinesis) (-) 
Gullible and eminently hoodwinkable (-) 

Factional Agenda - Root out the Red Menace who are unleashing the monsters in our midst. (5) 
Personal Agenda - Help the orphans get shelter and protection. (9) 

Relationships: 
Mary Scroggins - London borough Child Protection League 3(+)

Trade Union - harvesters of doom purvaeyors of despair keepers of secrets. The red devils flow like ants fro their myriad chambers in the dark factory valleys of London 1(-) 

Mrs Bloomer - I never got my pants back 1(-) 

Jonathan Fly - ratcatcher collector of children. Glue factory. 2(-) 

Carlyle Burgess - He's a toff, but anyone who wears a handkerchief like that is all right! (tugs forelock) 1(+) 

Experience Scene: Tobermory returned to the Jelly Baby factory after the shadow bombs fell, seeking three of the lost kids he knew had last been seen in the area. As he entered the factory, even though it was broad daylight, the site remained as if it was the cold depths of night. Groping his way around, he soon found the kids who were too scared to move. He tried to draw them out of the darkness, which pulsated, hungrily. [Two of the other characters took dice off the antagonist at this point because Tobermory was being a hero!] When the kids couldn't be persuaded, he somehow managed to grab them all and pull them from the factory just before the shadows pulsed one final time, and disappeared, leaving nothing loose behind. As a result, he has a reputation with the locals that he's a bit dodgy, but his heart is in the right place. War Fact - The Soviets used twisted shadow bomb technology on industrial sites in London. 


James O'Brien 

Former Royal Marine. Squat, red haired, gruff, the proverbial "brick shithouse". Demolitions expert who saw a little too much during the war. This has left him slightly cold and detached. He hates sleeping without some form of light on and a weapon on hand. 

Faction - Navy 

Action 4, Influence 2, Insight 2 

Traits 
Hard as nails + 
Hatred of all "horrors" - 
Knows how to take orders and execute them + 
Distrusting of those in authority - 
Need it blowing up, O'Brien's yer man + 
Overwhelming odds don't cause fear (+) 

Factional Agenda: Weaken the Army's hold on the city. Blow as much of their stuff up as possible but make it look like it was terrorists. (3) 

Personal Agenda: Find out who's behind the black market in London and if the "stories" are true. (9) 

Relationships:
Carlyle Burgess 2(-) An authority figure 

Black Market Thugs 2(-) Do they realise who they are working for? 

Staff Sgt Henry Williams 3(+) Never one to leave a man behind 

Lilly St. John 1(+) A welcoming smile on a cold night 

Experience Scene: Tasked with destroying a Soviet forward position on the Thames by his Navy commanders, O'Brien's unit find that the Soviet forces were much better dug in and in greater numbers than they had been told. However, O'Brien managed to inspire his unit forward to defeat the enemy. War Fact: Navy Intelligence is an oxymoron, the ones in charge knew less than they claimed. 

Josephine (Josie) Miller 

Former assistant to one of the Professor's scientific teams at BERB. Often has bad dreams about what went on at Porton Down. Smarter than she was given credit for in her BERB role, she has now distanced herself from the team but has useful inside knowledge from when she was there. Slight stature, as smartly dressed as can be under the circumstances. Was away from Porton Down during Yellow Sun - assisting a small team who were carrying out experimental chemical explosive tests on the Devon moors. 

Faction - BERB 

Action 2, Influence 3, Insight 3 

Traits 
Tentative contacts from Porton Down days (+) 
Charming/sweet talking (+L) 
Insider science knowledge (+) 
Not trusted by people when they find out where I used to work (-) 
Bad dreams (-) 
Truth seeker (+) 

Faction agenda: Seek information on what the Porton Down team survivors are working on. (5) X 

Relationships: 
My father - "I heard from him shortly after I moved to London. I made sure he moved to a vigilant neighbourhood area. I don't see him as often as I'd like, but at least I know he's safe for now." 1 (+) 

Dr Christchurch - "I'm worried that working at Porton Down may have contaminated me in some way, but I don't know how to ask the doctor." 1 (+) 

SSG - "They need a scientist like me." 2 (+) 

BERB - "They're going to notice if I sniff around too much; I've got to be careful who I talk to, and where." 1 (-) 

Carlyle Burgess - "Appearance counts. People respect you more if you appear charming and presentable." 2 (+) 

The billboard man - "He knows where I worked and thinks I'm a gross sinner. I hope he doesn't turn violent." 2 (-) 

Experience scene: After she returned to London, Josie made contact with a member of BERB who had also survived, who she met a couple of blocks from Down Street. She wasn't certain if someone was following them, but wanted to try and find out more about what was still going on in BERB, so started sweet talking them. [Influence conflict]. She soon found out that they weren't happy about what BERB was trying to do now, and developed an ongoing contact. War Fact: There are people inside BERB who do not agree with the direction that it took after Porton Down was destroyed. 

18 January 2025

17 January 2025

Cold City & Hot War return.

The promo image for the Cold City Hot War relaunch on Kickstarter. The background shows a ruined city with a map overlaid. Cold City is on the left, in blue and black. Hot War is on the right, in red and black. The respective logos are at an angle on the book cover and there's a header between the two books in white capital letters that says 'Cold City Hot War' over two lines.

I'm really excited to hear about the return of Cold City & Hot War, a pair of roleplaying games that were first released by Contested Ground Studios. They explored trust, intrigue and horror against the setting of the Cold War.

The games are coming to Kickstarter shortly, through Handiwork Games who previously produced the second edition of Contested Ground's a|state.

The cover of Hot War 1st edition - red and white, with the ruins of the Houses of Parliament starkly standing on the front page.
A gloriously evocative original cover.

I've mentioned them before, especially in #RPGaDay when I called out the dice set for Hot War that I bought and also the fact that it was the coolest looking roleplaying game that I'd seen. Hot War was also the first RPG that I played online, using Skype over early broadband. 

I found Hot War much more approachable than Cold City, because the latter didn't come with a lot of information on post war Berlin. I think that this may have reflected Malcolm Craig's Cold War expertise (it's his academic subject); I wonder if his knowledge of the city and factions was so much that he didn't realise what others wouldn't know. I do think that I could cope with it a lot better now, but I've read a lot around post-war Berlin subsequently. 

I've not really written about the game I ran back in 2008 on the blog (having checked back) but I stumbled upon two write up documents that I'd done at the time which probably were intended to go on either the Contested Ground or Tavern forums. Those versions of the forums are now all gone, so I'll post the write ups separately (links below), as I think that they will give a better flavour of the game through an example than I could through reminiscing. 

A slightly sepia coloured map of the centre and west of London, all line drawings and little images of landmarks. Titled "SSG Map of London 1963".
Half of the map of London in 1963 I helped with

One of the things that I did during preparation for the mini-campaign was to source an old out of copyright map of London that I photographed and shared with the publisher, who subsequently turned it into an official map for the game. One of my players - Neil - lived in London my use of the map really made it resonant with him.

The setting had some flexibility with how it was pitched; Malcolm Craig told me that my view of London was slightly more optimistic than his, but a legitimate interpretation of the setting.

The games use a light system, and focus on interpersonal play.

I recommend these games.

17 January 2025

12 January 2025

Traveller - video 'unboxing' of Power Projection: Fleet.


The link to this video was posted on one of the Traveller Facebook groups by Anthony; someone who has just got a brand new copy of Power Projection: Fleet from Ad Astra Games in the USA and was excited enough to post some opening shots. These fascinated me as I've never seen a physical copy (despite having written the book). I'm both excited and nervous that they may post a review having played it.

A screenshot of the Facebook post by Antony that prompted this blog entry. It shows the YouTube video and says 'Fleet Action for Traveller'.
The Facebook post that alerted me to this video.


What is Power Projection:Fleet?
It was an attempt to blend the easy play mechanics of Full Thrust with the starship design of High Guard and also integrate elements of Fifth Frontier War and Trillion Credit Squadron. It became its own thing. The challenge was scale. When you go between 100dT Scout Ships and 500,000dT Dreadnoughts, there's a huge disparity of scale.

I did it because I wanted something less abstract than High Guard but that felt like it, and something that would let you play a longer campaign.

The movement engine is vector based, similar to that found in MayDay, but with a simplification that came from a player at the table when we were play testing. We added in mechanics for secondary batteries (in honesty, we made these first as the initial release we made was for smaller, escort-sized ships) and then we built the rules for Spinal Mounts (which were appropriately brutal). One tweak we did make was to allow escorts (and fighters) to use their secondary batteries to engage incoming missiles, which suddenly gave them a real purpose because it was a viable tactic to dump loads of missile salvos at targets to overwhelm them.

We used to demo with Escorts and small cruisers at conventions, and it was always a joy showing kids how the vector movement works. They often got it far more easily than their parents! The game engine is brutal for smaller ships, and for any ship that is hit by a spinal.  The biggest battle we play tested with was a reenactment of the Battle of the Two Suns (the climax of the Fourth Frontier War) were we had perhaps 80 to 100 ships and fighter squadrons in play and somewhere between 4-6 players over a full afternoon.

I still love the game - yes, there are tweaks we could do on reflection, but overall I think we hit the right balance. Could you use it with Mongoose Traveller? I suspect so,  as all it would need is the right conversion tables for weapons.

If it interests you, the print copy is still available in the US from Ad Astra: https://www.adastragames.com/products/power-projection-fleet

The PDF is available from BITS on DriveThruRPG here: https://www.drivethrurpg.com/en/product/132295/power-projection-fleet

The game has a website here which has been woefully not updated for far too long. It's amazing what the arrival of kids does to your gaming productivity! You can find PDFs of scenarios and extra ships there.

The Facebook group is here: Traveller SF RPG (Mongoose Publishing editions). It's a private one so you will need to get permission to join.

So now I'll wait to see if Page 121 do post a follow up...

12 January 2025


11 January 2025

Traveller - Conceding that I was Wrong.

A collage of five book covers for Mongoose Traveller. One lies at an angle on top of the others.

I never really bought a lot of the first Mongoose Traveller core books, except that I did. I picked up all the key game rules books and some more. I did some work in the background on the first edition High Guard was issued and Loz Whittaker reached out to me and asked for a review and some support. The initial reaction drive rules and the corrections on the core book for the difference between pulse and beam lasers came from me. However, if you look at that book, you won't find a credit for me, as for some bizarre reason it went in the Scouts book.

When the setting material started to come out, I was reluctant, especially when the initial releases seemed to be going down the route of trying to define every world and not leave spaces to explore between them. Spaces are so important; points of interest with gaps between are a great way to create excitement and interest for a GM to fill out. Detailing too much makes a setting intimidating.

That's something you often don't realise if you've been with a game since the relatively early days. I came to roleplaying in 1983, and to Traveller in 1984. I wanted to come to Traveller earlier than that, but sourcing a copy in the UK proved problematic and took nearly six months and lots of Games Workshop credit notes. I picked up key books but it was MegaTraveller that got me in a position where I was buying everything that came for the line. That followed through with new editions and I gradually filled out the gaps I had on the Classic Edition. 

So I was steeped in 'canon', and quite happy to bring it into TML debates. Ah, the great flamewars of the Traveller Mailing List (that was an email list, not postal); I've a nostalgia for the heady days of the TML, but I don't miss the vitriol that sometimes came out in arguments on what is - ultimately - a game. It may be the great game of my life, my forever game, but it is ultimately that, a game.

However, the weight of that canon is intimidating if you come to a game new, and you often think 'how do I start'. I think that tools like the Traveller Wiki and Traveller Map have made things a bit easier, but the the initial setting material that I saw for the first edition of Mongoose Traveller felt too detailed (and in some cases overwrote material from the past with no real reason except that the authors perhaps hadn't got access to it). So I didn't really buy that much. I used the rules, bought the odd book (for example, the Vargr one when I was writing a scenario in which they featured) but I didn't dive deeper. I felt that I had enough.

I did buy into Mongoose Traveller 2nd Edition when it came out, and was generally happy with it. I wrote a long and detailed comparison of the two editions at the time. Once again, I picked up the core books. But I didn't rush to get get anything else. And then, when the 2022 update came out and had changes, I wasn't impressed. I didn't rush to get anything beyond the core book update because it felt like I was just buying everything again(*). 

I didn't really take on board Matt Sprange's commitment to better quality and usability. So I had my own 'Short Night', a period of perhaps 3 years where Traveller wasn't a huge part of my life. I did pick up some Hostile material for Cepheus, but I wasn't playing or running. Which for me was a big change.

Cycle back to the end of last year, and the Bundle of Holding comes along with a Sectors offering (still available for another two days as I write this). So I pick it up and start skim reading the PDFs to discover that the style has changed. The sector books have spaces to explore (and some of them are very deliberately written to give the chance to explore and define your own setting). The artwork is great, and the layout is clear. There are lovely maps. There are triggers for ideas. This wasn't what I expected. 

The outcome is that I spent the money I was given for Christmas gifts and added some of my own, picking up quite a few of the sector books. These were for sectors of space that either intrigued me or that I've written for in the past. I also picked up two more of the core book updates (High Guard 2022 and the Central Supply Catalogue 2023) so I have the heart of the system ready for use.

I do think my experience at TravCon 2024 also influenced my decision to look again. I arrived later than planned, about 15 mins into Matt Sprange's keynote and I was a bit disquieted by what I heard. Not from Matt, as he was a diplomat and very measured and enthusiastic, but from some of the attendees. The audience are all long-term Traveller Grognards and I felt the questioning was at times aggressive in tone and inappropriate. Strange as the folks there are generally really lovely. Andy tried to manage it, but it was disappointing. Reflecting on that, and having a quick look at Graham's Spinwards Extents book made me more open to looking at what Mongoose are doing with fresh eyes.

So, I need to concede that I was wrong. I'd been running on assumptions about Mongoose's output based on their first edition work, which weren't valid anymore. I'm glad I took the time to look again. I'm sorry that it took me so long to do so. Kudos to Matt and Mongoose for the changes they've made.

I will be running the first Traveller campaign in quite some time this year, and I'm excited about the game once again. If you haven't looked at the new material, I do recommend both the Sectors Bundle and the Traveller 2024 update Bundle as an easy way to see if you like where the game is now and also as a great introduction. There's enough in both of these for years of play.

11 January 2025


09 January 2025

WOTB - FV4005 - Canyon - Mastery (heartbreak ending)




My highest ever damage so far. Heartbreak ending (should have let the FV215b 183 come at me but I thought I had him on reload). I then messed up by not reversing immediately after the first shot on the IS-8.

Edit: my eldest pointed out that I could have ram-killed the FV215b 183 immediately after I clipped him, especially using the super-speed-boost. He's right, you know.

6,653 damage, 1,030 assisted, 370 blocked, 3 kills, 1490 XP 

#wotb #wotblitz

08 January 2025

Traveller - So what Artwork do I Like?

 

The cover of Mongoose Traveller 2nd Edition (2017) showing Beowulf Free Trader under attack from two patrol cruisers
So I love this cover - what others float my starship?

I was rightly challenged on Facebook by Dave about what art do I like for Traveller following my previous post

An exchange on Facebook asking what I think of the new (2024) version of the 2022 codebook cover. I say I don't like it, so I get challenged as to what I do like. This shows the comment thread.
The challenge...

So here is the Traveller art work I like, Mongoose Second Edition, in no particular order.

The cover of Traveller The Great Rift Adventure #1 - A silver starship awaits under an ominous clouded sky
Hints of adventure against an ominous sky.



The cover of Traveller - The Spinward Extents. A group of Vargr, seen from behind, wave off a ship into an iridescent sky.
Waving goodbye...



The cover of Traveller - Reach Adventure 3: The Calixcuel Incident. A tentacled monster attacks a window while silhouettes of people panic in front of it.
Tentacles - shades of Dragon's Domain for Space 1999.



The cover of Traveller Referee's Screen Update 2024. A woman,  a Vargr, a man with an Alien on his shoulder look out while ships manoeuvre above.
I think this would have been a great Core Book cover.



The cover of Traveller - The Third Imperium. The Emperor sits on the throne, flanked by his wife and daughter. An honour guard waits in front. All gold and opulence.
Empire and might... shades of the Foundation TV series.



The cover of Traveller - Specialist Forces which shows a sniper in light armour aiming.
You won't see the one that gets you.



The cover of Traveller - The Solomon Front. A group of people stand by a water, across which ships launch with old school rocket exhausts. The woman in the group holds a gun and it looks like they are up to no good.
What intrigue is this group up to?



The Cover of Traveller - Whispers on the Abyss. A main in a breather mask with a gun on his shoulder looks back at you amidst wind and fire as the group struggles along a causeway.
This one feels like you're part of the group.



The cover of Traveller - Sector Construction Guide. This shows a Traveller hex based star map which blends into images of planets.
A star map set against the planets in space - abstract and effective.



The cover of Traveller - Traders and Gunboats. This one shows a ship taking fire from three system defence boats over a planet with an orbiting station.
Another ship under attack!

So there you are - the covers on the current edition that really catch my eye. Which ones work for you?

8 January 2024

07 January 2025

Job Opportunity - Recovery Agent & Courier - Independent Operator seeks new team

Company logo - black edged circle with a red fill. A yellow equilateral triangle, point down is in the bottom semi circle, and a yellow 'D' shape lying with its flat edge across the diameter at the centre horizontally fills the top half of the red circle. Below the text reads "Assured Couriers GmbH".

Assured Couriers GmbH is a small independent company that provides bespoke and discrete courier services for our valued clients. Operating out of Ikeran Down, the company's main asset is the 100dton Jäger Class starship, The Jäegermeister. 

Assured Couriers GmbH is looking for up to four new shareholders who are reliable, efficient and have good social graces and discretion. The role involved regular travel throughout the Minerva Cluster; self-catering accommodation, self-piloted passage and support services will be provided. 

If you think you have the right qualities for a career as a recovery agent and courier, please contact our head office in Westland House, Ikeran Down Startown, asking for Dom.

06 January 2025

Traveller - Encyclopaedia Dagudashaag now available in print at cost

Encyclopaedia of Dagudashaag
Now in print



Their announcement:

ENCYCLOPEDIA DAGUDASHAAG NOW IN PRINT AT COST!

The Encyclopaedia Dagudashaag from Signal GK Productions details 559 solar systems, introduces one extremely skilled, well informed hacker called CyJac, several minor sophont races, some brilliant artwork and lots and lots of adventure hooks put together by some brilliant authors (and me)…

AND IT’S NOW AVAILABLE AT COST IN PRINTED FORM

If the Spinward Marches Sector is the Traveller equivalent of the wild frontier, Dagudashaag is the so-called civilised core with a long established history, traditions and tensions; a sector brimming with intrigues, adventure and mysteries. These chronicles was documented in 13 issues of the Signal-GK fanzine. This library data was then subsequently compiled, rewritten and expanded into a comprehensive guide to an entire sector.

A Referee's Guide to the Sector - For your eyes only is also included

"A long time ago in a galaxy far, far away (ok in the UK) a small group of dedicated Traveller fans set out to fully survey and document their exploration of the Dagudashaag Sector, near the centre of the Imperium. These people promptly escaped from a maximum-security lunatic asylum to the Medurman underground. Today, still wanted by the Imperium, they survive as authors of fortune. If you have a problem... if no one else can help... and if you can find them... maybe you can hire... The Dagudashaag Development Team.

Nominated for “Best OTU Product“ and Winner of the “Best Free or Pay What You Want Traveller Product” categories of The Zhodani Base Awards 2017. The Encyclopedia of Dagudashaag from Signal-GK "wins because it is an amazing fan produced product."

Click through to order on Lulu: https://www.lulu.com/shop/c-nick-walker-and-ade-stewart-and-lee-richardson-and-andrew-pickford/encyclopaedia-of-dagudashaag/hardcover/product-95e9p9y.html?page=1&pageSize=4

The PDF of the main body of the Encyclopaedia is available on DriveThruRPG on the Far Future Enterprises catalogue. It's pay what you want (any profit goes to FFE as a thank you). 

You can also find links to the PDF, the Eyes Only supplement and the Signal-GK issues here.


05 January 2025

Traveller - Spaceship, Spaceship, Spaceship! [updated]

The cover of Mongoose Traveller (2017) showing two Type T Patrol Cruisers firing at a Beowulf Free Trader in an asteroid belt.
Mongoose Traveller 2017

The cover of Mongoose Traveller 2022 showing a group of people and aliens standing on rocks pointing guns while spaceships fly behind them clashing.
Mongoose Traveller 2022

Although many of the updates in Mongoose Traveller 2022 are done well, I do prefer the older 2017 edition cover. It just screams "Spaceship, Spaceship, Spaceship" to me as if it was Benny the Astronaut from the Lego Movie. Of course, if you look at Benny's spacesuit, you'll notice that the Lego Space spaceship logo is clearly a Beowulf-class Free Trader.


You can see the "Spaceship, Spaceship, Spaceship" scene on YouTube here: https://youtu.be/7TYJyCCO8Dc?si=UmkasOjPk6LS4pLb

The classic black and red cover of the Traveller Deluxe box set with the words "This is Free Trader Beowulf, calling anyone... Mayday, Mayday... we are under attack... main drive is gone.. turret number one not responding... Mayday. . . losing cabin pressure fast... calling anyone... please help.. This is Free Trader Beowulf... Mayday...".
The Classic Traveller cover
(source: TravellerWiki).

I think that the 2017 cover echoes back to the text on Classic Traveller's box wonderfully, whereas the 2022 edition just feels like vanilla SF. It's a decent cover, but it doesn't excite me in the same way. Nostalgia is definitely a big influence for me in this, as is Star Wars: A New Hope (where the space battles were the things that seven-year old me was most excited by). 

This is Free Trader Beowulf,
calling anyone... 
Mayday, Mayday... we are under
attack... main drive is gone..
turret number one not responding...
Mayday. . . losing cabin pressure
fast... calling anyone... please help..
This is Free Trader Beowulf...
Mayday...

[Update 17:00 same day]

I've had a couple of responses on Mastodon and the Tavern that Mongoose have just released a 2024 version of the 2022 core book with new art which I'd missed. So what do I think of that?

The 2024 revised cover for the 2022 update of the Mongoose Traveller Core rules. It shows a ringed planet in the background, a large starship in from of that and then a medley of aliens and robots with a human male brandishing a cutlass above his head.
Mongoose Traveller 2022 (with 2024 cover)

I actually like this less than the previous revised cover from 2022. I think it's more striking than the 2022 version but I think removing the human female from the cover is a backwards step(*)  and it's still very cluttered. Also, the planet ring shadows look wrong compared the planet shadow. 

(*) I can't comment on the gender of the other aliens shown, but as this is marketed to humans(**), removing the prominent female character like it misses representation of a significant chunk of your own market (especially if you're trying to grow it). 

(**) Humaniti, if I was being properly Traveller-esque.

[Update 8 January]

There's a positive companion piece to this where I give examples of the artwork I do like from the Mongoose Traveller line. 


5 January 2025



03 January 2025

Blog Archaeology

I mentioned in the State of the Blog 2024 post that I was frustrated because I couldn't find the files to recover the mid-2000s posts due to the issues on the website and with Rapidweaver. 

I've started going through a different route now, having found a full preview build of the website that covers that period on the old MacBook. I've brought it live and the cut and pasting has begun. At the point I've completed migration of 2005 and 2006, which are quite fascinating as the end of 2006 is just before our eldest (who will be eighteen in January) arrived!

I'm quite pleased with this. You'll find the entries under the relevant dates on this blog.

02 January 2025

Books in 2024

A graph plotting the number of books read and the number of pages read in 2024.

You set off on thrilling quests, followed cryptic trails of secrets, and explored the shadows of the human psyche. The narratives flowed at a comfortable, engaging tempo.

That quote is the summary from my end of year wrap-up on the StoryGraph and it's pretty much a fair representation of my reading for the year. 

I read a total of 102 books with 30,602 pages which is one less book than 2023 but 2,710 pages more overall (about a month extra). I've continued doing day-to-day tracking with The StoryGraph which tells me I've read every day for 724 days now. It may have only been a page or 1% of a book, but it's been steady. That steady pace really shows on the graph of 'books read' below; there's much less variance. 


A line graph comparing how many books I read each month in 2023 and 2024. The entries for 2024 are much more consistent and less variable.

It's the second year in a row that I've read more than a hundred books, although my target has remained firmly at 52, one book per week. Twenty-nine of the books were roleplaying games.

My Goodreads account is still live, mainly as my Kindle is linked to it, but only shows 86 books as it's awkward adding small press books.

Most read (non-RPG) authors were Adrian Tchaikovsky (no surprise there as he is so prolific and good at what he does), Silvia Moreno-Garcia, Aliette de Bodard and Len Deighton.


A bar graph showing my most read authors in 2024


I enjoyed revisiting Len Deighton's Game, Set and Match trilogy as part of my preparation for Revelation. That also drove a block of non-fiction reading and a great way to engage with my eldest who went to the city looking at the Cold War and World War 2 as part of his Modern History A-Level. I finally, after many years of intent, read some more books by Emily St. John Mandel, and didn't regret it. I was delighted when I discovered that two of the stories were very much interlinked very subtly (Sea of Tranquility and The Glass Hotel).

It was with some sadness I read Carlos Ruiz ZafĂłn's The City of Mist, a collection of short stories which will be his last published work as he has passed away, but the tales themselves were delightful. David Mcloskey's Damascus Station and Moscow X brought some new spy fiction with bite. Aliette de Bodard's science fiction novellas remain a delight - my favourite for the year was A Fire Born of Exile.  Alastair Reynolds brought his Prefect Dreyfuss stories to a great conclusion in Machine Vendetta. Adrian Tchaikovsky's Saturation Point was his story that I enjoyed most of the multiple books that I read; very cleverly done hostile environment based story.

The book that haunted me most from the year was Prophet Song by Paul Lynch. Set in modern day Ireland, it depicts a slow slide into fascism and civil war which is absolutely chilling and goes some way to answer the questions people often ask about 'Why didn't you do something?' or 'Why didn't you leave?' when they see a country falling apart.

The book that I found hardest to put down was Murder Road by Simone St James. Bought on impulse, it hooked me and I tore through it. The Curse of Pietro Houdini by Derek B Miller was equally engaging; set around Monte Cassino during the allied assault in the Second World War, it was another impulse purchase which delighted.

I went through a lot of non-fiction this year, again mainly when driving. Two books about the Troubles - Say Nothing (Patrick Radden Keefe) and Killing Thatcher (Rory Carroll) - reminded me just how bad things were. Checkmate in Berlin (by Giles Milton) was a fascinating tale of the occupation of Berlin and the path to the segregation of the city. Empireland (Sathnam Sanghera) and Why I'm No Longer Talking to White People about Race (Reni Eddo-Lodge) made me look hard at myself and the way I see the world. Sort Your Brain Out (Dr Jack Lewis and Adrian Webster) was a fascinating look at how your brain works and influences your behaviour that built nicely on work I've been doing professionally in the safety space. I still try and pick books that I think I'd be unlikely to read normally for the car, as I find that I can work my way through them more easily when listening. Often I'll pick up and skim the books afterwards.

Overall, a great year of reading, and I'm already digging in for the next year!

2 January 2025