18 June 2025

Traveller - The Jägermeister Adventure - Ep 2 - Hunting around Star Town! (Spoilers, AI)

A hotel table with MacBook Pro and a portable second screen, mouse and conference speaker disk. Alongside is a copy of the Traveller core rules and the Jägermeister adventure. The computer screen has Roll20 open and the secondary screen has the scenario showing with AudioHijack ready to record the session.

Last night we had the second play session of the Jägermeister Adventure, a short bounty hunter campaign for Traveller from Moon Toad Publishing. I was away with work, but planned to run from my hotel room. Unfortunately, there were complications.

Characters.

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

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

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

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

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

Session notes.

I was well prepared for the session, having read both of the first two episodes in the campaign and made sure the assets were set up on Roll20. I'd planned to run for perhaps two and a half hours, but we ended up only playing for a single hour thanks to the ropey internet at the hotel. 

Unfortunately, I was booked into a different hotel than usual, and the end result was that the connection kept on dropping out, which is not a good thing. Everyone was there, but I felt like I was mostly absent. We managed to play enough to close out the remaining threads in the first part of the campaign, but I called a close when I realised it probably wasn't going to get any better. We switched to Discord midway through, which meant I had to splice two recordings together for the session for Tabletop Audio. Unfortunately, Discord didn't solve the problem.

Some great roleplaying and analysis from the players, a lot of which I missed.

Next section is from Tabletop Recorder. The tech issues mean that it mostly lost track of names for the characters and the summary is written from the perspective of the group. However, it's a pretty fair summary of what went on.

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

In the fervor of their second session, our intrepid adventurers delved deeper into the complex quandary surrounding Edric Voss, a scheming fugitive whose plots led them on a chase across the galaxy. The Grand Library of Kahn, wronged by Voss's theft, employed the party to track him down, leading them to the bustling hubs of Ikeran in the mysterious byways of Star Town.

The clues were convoluted, with Voss's movements cryptic, picking up various items – potentially as decoys or essential to his unknown endeavors. A suspect was marked to have assisted Voss, inciting desires of revenge and legality among the party, though concrete actions on this front were still pending. Utilizing advanced disguise drugs, Voss had manipulated his appearance, complicating the pursuit further. Only through skilled medical analysis, provided by the expedition's resourceful medic (Pen), the group ascertained the nature of these cosmetic subterfuges, though their results remained uncertain and impermanent.

Amidst technical surveillance strategizing and considering various pathways, the team contemplated the implications of Voss's choices of transport—was it the liner he arrived on - The Angel of Kahn - or the Free Trader he'd bought the ticket for that he planned to exit with. Debates unfolded on whether to intercept the fugitive at his alleged hotel hideout or at the spaceport, musing over the potentiality of him misleading them with false leads. What they did know was that the liner was leaving that evening, and the Free Trader in two days time.

Finesse and strategy filled their planning, considering the interactions with legal authorities, the use of deception or coercion with the liner's captain, and even the extreme measure of a bomb threat to delay departures. The risk of confronting an altered Voss and the implications of his potential destinations – possibly hinting at his allegiances or intentions – peppered their discourse.

Real-time decisions took on urgency as their quarry's departure loomed imminent. The crew struggled against time and bureaucracy, wrestling with the options of false alarms to delay the liner, negotiating under pretenses of greater security, and deciding on the lawful path to follow depending on intergalactic jurisdictions and ethical margins.

Each step offered a myriad of possibilities, with the stakes high and the pathways muddled with legalese and the pressure of fleeting time. In the end, the resolution remained uncertain, their moves shaping future encounters and potentially steering the fate of the pursuit. With cautious optimism and a readiness to adapt, the party closed another chapter of their galactic odyssey, ready to face the unfolding cosmos with resilience and keen wit.

In a bustling session filled with strategic manoeuvring and technical huddles, our valiant adventurers continue their relentless pursuit of the elusive Edric Voss. The party, divided in their tasks, finds themselves entangled in a mix of virtual and physical hurdles.

As the session recommenced after changing to Discord, the Referee sets the scene with Pen, a diligent member of the crew, racing on an e-scooter along the starport as the massive liner, The Angel of Kahn, soars into the boundless skies, leaving a sonic boom in its wake. The rest of the team, stationed around the town,  decides to scrutinize a hotel where Voss was suspected to have stayed. 

As they consider their approach to uncovering Voss's room, they contemplate whether to sneak in or acquire permission. Opting for legitimacy, they approach the hotel’s reception, leveraging their semi-official status. Information about Voss's stay remains elusive, and further conversation reveals that Voss skillfully booked the room under a different identity, complicating their search.

Upon convincing the nervous hotel clerk and obtaining a key card inadvertently dropped, the group makes their way stealthily to the suspected room. They discover telltale signs of rapid and strategic use of the space - a used disguise kit and hair dye in the sink, but no personal belongings indicating a hasty exit. The window lock unscrewed suggests Voss might have slipped out unnoticed.

Determined, the adventurers comb through the room but find no additional evidence of Voss’s whereabouts or intentions. The discovery that the window had been tampered to allow an inconspicuous escape aligns with their theory that Voss has potentially shifted his disguise and location. Their investigation at the hotel concludes with suspicions but no concrete results about Voss’s current whereabouts.

The session transitions to discussing the necessity of tailing Voss’s next anticipated move, possibly involving heading towards Bulari, the Angel of Kahn's next stop, before he can further obfuscate his trail. The realization dawns that these minor clues pile up to a broader picture of a cunning adversary continually staying a few steps ahead.

Ending due to uncertain connectivity and plans to regroup, the players coordinate their next meeting, hopeful that refreshed strategies and improved logistics will aid them in their galactic chase in the next session. The adventure’s complexity thickens, woven with the threads of urgency and the elusive nature of their quarry, leaving our heroes poised on the brink of pivotal decisions. 

Fortunately, Pen has prepared the Jägermeister for fight, and they plan to race and try to get ahead of the Angel of Kahn.

18 June 2025

11 June 2025

Traveller - The Jägermeister Adventure - Ep1 - Chasing the Librarian (Spoilers, AI)

Roll20 browser window showing the Minerva Cluster stamp and the Assured Couriers GmbH logo. The bottom of the screen shows the five players and referee's AV feeds and the right of the screen shows the chat window with a number of dice rolls and summary of the Imperial Rules of War.

Last night we had the first play session of the Jägermeister Adventure, a short bounty hunter campaign for Traveller from Moon Toad Publishing. We'd had a separate session zero where characters had been generated. We were using Roll20 with the integrated Traveller compendium and the official Mongoose sheets. I was recording the audio as part of an ongoing test to see how Tabletop Recorder works, hence the AI warning above as the summary at the end of the post is drawn from that test.

Characters.

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

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

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

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

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

Session notes.

This was a little rushed for me. I had to be in London for work and the train was delayed on the way back (stuck behind another train that had issues). I did re-read the scenario on my iPad, but I was very conscious that I was late to my own party. Fortunately, Graham let the others know that we'd be starting around 20:30 not 20:00.

Roll20 behaved, as did Audio Hijack, although there was an annoying fractional lag for me with my voice coming out of the speakers a fraction of a second after I said it out loud. Need to work that one out a bit more.

Tabletop Recorder seemed to work well. The language it generated is a bit flowery for me, but there's a decent summary and the transcript is accurate. It did get confused and decided that Graham was a character along with Saul. The summary below is only very lightly edited.

The session is the opener for the campaign. The characters end up in pursuit of Edric Voss, a wanted former librarian from the Grand Imperial Library on Kahn. A scramble across the starport and Star Town followed, with each of the characters leaning into their own skills. The session should have been doable had we had the full time, but we cut it with a choice of investigating the hotel were Voss may be or checking out the Liner he'd arrived on.

This episode needed some extra preparation up front. I ended up taking the Ikeran Down star town map and annotating the PDF on my reMarkable with all the location names. I also had to sort out some numbering gaps for the buildings (ie no purpose) which included making some closed businesses or relocated ones. Finally, I sketched out the route that Edric Voss would take through town and made a note of the likely times he'd be at each location.

The challenge with this episode is that it is designed to play out as a chase; there's every risk that the players could end up feeling frustrated if it isn't done right as this is an opener. There is some proper investigation to be done, and overall they did really well, but the prize isn't Voss at this time. This is the hook.

Next section is from Tabletop Recorder. It's a bit flowery for me, but it does give a decent feel for the session.

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

Deep within the cosmic tendrils of the Ikeran system, aboard the Jägermeister, our band of spacefarers prepped for the unknown. Gil, a man whose youth among the stars birthed a habit of meticulous precaution, roamed the vessel's corridors, checklist in hand, ensuring every bolt, panel, and system was locked, loaded, and logged. His method, the Point-and-Call system, might have grated on his crewmates' nerves, but efficiency was a sacrifice none could afford to scorn. 

Meanwhile, Saul was busy personalizing his stateroom, an arsenal of varied weapons neatly mounted on the wall, his treasured real potted plant placed just so, creating a small sanctuary amid the sterility of space. With his expertise leaning more towards terrestrial tactics than celestial navigation, Saul busied himself with essentials like scouting the whiskey reserves and ship exits. 

Arturo, not quite as productive, found himself lost in the digital sea of local celebrity gossip, an amusing though admittedly unprofitable way to pass time. Far from his realm lay the intricate mechanics that Pen, the hired engineer, checked with devout concentration, ensuring the ship remained a bastion of readiness, prepared at a moment’s notice to leap across the starlit void. 

The symphony of their tasks was underscored by the Gregorian chants favored by Gil, a choice that set the ship’s ambient mood somewhere between solemnity and reverence. But peace was punctuated by the chime of a new bounty notification on the ship’s AI. Saul, somewhat reluctantly positioned as the makeshift captain, and Arturo were the first to glimpse the alert through the complex web of the ship's terminals. The bounty? Edric Voss, a librarian wanted for absconding with priceless data from the Grand Imperial Kahn Library. The price on his head was hefty, promising a handsome payout of 500,000 credits, with a potential bonus if the data returned remained pristine and unaccessed. 

The crew weighed the dangers against the financial windfall. Gil pondered the librarian's capability for danger, while Saul entertained the bounty’s challenges with a mix of excitement and tactical forethought. Pen and Arturo speculated on Edric's potential routes and hideouts, considering the capabilities of interstellar transit and the archives' influential reach. 

As they deliberated, they navigated the layers of information, piecing together Edric's last known movements and the intricate politics at play, uncovering a tapestry of celestial intrigue and high stakes that extended beyond the confines of their ship and into the dark, starry yonder. Each brought their unique perspective, skills, and quirks to the table, assembling a plan, not just to capture a rogue librarian, but to possibly unravel a cosmic mystery that could set them against the very stars themselves. 

In the bustling confines of the Jagermeister, the crew deliberated on the whereabouts of Edric Voss, the elusive librarian with a bounty on his head. Saul mused over the various ships Edric could have taken, to which Arturo agreed, pondering why he was particularly fixated on the Angel of Kahn. Gil, ever the strategist, opined that Edric was likely not aboard any ship they suspected, including their own. Pen confirmed with assurance that a stowaway would have been noticed given Gil's thorough checks. This triggered a deeper analysis of their situation. Amid discussions, Pen took on the task of verifying ships logs, gleaning that no jump-capable vessels had arrived since the warrant's issuance — this narrowed down their options and provided a clearer direction. Saul suggested the potential of searching a recently arrived liner, theorizing that Edric could be aboard or possibly heading to Minerva, known for its discreet ports and shadow markets. 

While Gil delved into the bounty's data packet, Arturo raised the importance of understanding what Edric potentially stole. The type of data could reveal the likely buyers: would they be weapon manufacturers, political brokers, or scientific entities? Gil proposed that the data might contain compromising material on someone from the aristocracy. 

As the crew formulated their approach, an unexpected sonic boom signaled a new vessel's arrival. Could it be carrying Edric? Gil, while examining the library data, suggested that if they understood what motivated Edric's theft, it might guide them more accurately towards his whereabouts. 

With the assumption that Edric was disguised, Saul communicated with starport authorities using his contacts. He aimed to access passenger manifests and surveillance footage to identify anyone matching Edric's description. However, ensuring discreet operations, he opted for tactical stunners over lethal weapons, anticipating close quarters interaction should Edric be found in a crowd. 

Through their competent teamwork and the blend of each member's expertise — from Gil's methodical data analysis to Saul's street-wise interactions and Pen's sharp piloting skills — the crew of the Jägermeister closed in on the fugitive librarian, their minds as sharp as their resolve in the vast and unforgiving cosmos. This meticulous pursuit through both digital landscapes and physical realms accentuated the blend of intrigue and adventure that awaited them at every turn of their cosmic journey. 

In the bustling starport, Saul and his crew strategize their next steps in pursuit of the elusive Edric. Pen offers his driving skills, referring humorously to his potential recklessness, sparking a light banter among the crew. Pen and Saul opt to utilize the scanning system at the starport, comparing incoming passengers to their target's description, hoping to spot Edric discreetly blending in. 

Gil, tucked away behind his screens, assists remotely, navigating systems and offering tactical guidance, suggesting Saul and Pen might have better luck scrutinizing new arrivals from an overlook. This digital vigilance pays off, and through the surveillance feeds, Saul spots an individual matching their target's description, draped in a distinctive long black coat. Eager to pursue, they take their air/raft, a flying vehicle, with Pen at the helm despite his self-professed lack of driving finesse. 

A high-speed chase ensues through the dusty, pressurized streets of the frontier-like Star Town, with Arturo monitoring from the starport. Gil, keen on precision, assesses and plans behind the scenes, messaging tactical suggestions as the pursuit intensifies. Saul, ready for confrontation, mistakenly confronts a decoy, a local draped in the same black coat as Edric, who reveals he was paid to misdirect pursuers. 

Chagrined but undeterred, Saul and his team regroup, sifting through further surveillance to pick up the trail. Arturo spots Edric boarding a shuttle bus to Star Town in a lighter, reversible jacket – a clue to his intentional misdirection. This discovery narrows their focus to Star Town, leading Saul, guided by Gil's tactical insights and Pen's logistical support, to continue their hunt on the bustling, arid streets, pivoting their strategy towards stealth and deduction in the urban sprawl. 

The team's coordination, blending ground operations with strategic surveillance, reflects their adaptability and the high stakes of their cosmic chase. They grapple with the deceptive and elusive tactics of their quarry, each member playing a pivotal role in the thickening plot, navigating through layers of deception to stay hot on Edric's trail in a challenging and unpredictable environment. In the bustling starport of Star Town, the crew of the Jagermeister, led by Saul, had their hands full. After discussing their pursuit of Edric Voss and identifying their roles, the crew ventured forth with distinct tasks at hand. Gil, trusting his religious upbringing, opted to visit the Lady Luck Chapel, while Pen subtly observed the locale from a nearby bar. Meanwhile, Saul and Arturo energetically navigated the crowded streets and businesses, striving to gather any information that could lead them to their elusive quarry, Edric. 

The crew, working collaboratively, strategized their next moves in precision. Saul and Arturo, adept in their familiar domain, employed their investigative instincts and street savvy to trace Edric's steps, discovering his attempts to veil his movements through various changes in appearance and travel plans. 

Their investigation revealed Edric's clever strategies, noting his hire of an e-scooter, alterations in attire, and even a booked high-passage trip on a ship leaving in two days, possibly as a decoy. The team's persistence paid off as they gathered crucial leads from local businesses and surveillance, all the while pondering the broader implications of the secrets Edric harbored and the motives behind his actions. 

This cosmic game of cat and mouse intensified as the crew pieced together Edric's trail, navigating through the chaotic waves of the starport's society and industry. Each member leveraged their unique abilities, tapping into local contacts and digital networks to close in on the target. The expedition through Star Town was not just a chase but a complex operation requiring finesse and guile, drawing upon the profound capabilities and sharp wits of Saul, Arturo, Gil, and Pen. As the pursuit continued, the mysteries surrounding Edric Voss slowly unraveled, offering glimpses into what could be a much larger and possibly dangerous revelation. 

In the bustling atmosphere of Star Town's starport, Saul and the clerk at 'We Will Fix You' have a vital exchange about Edric Voss, the elusive target of their pursuit. Saul, carefully considering the cost, agrees to a payment of 100 credits to gather more details on Edric's plans and whereabouts. The payment equates to the potential benefit they could gain from the crucial information. 

Saul finds out that Edric has procured a sophisticated disguise kit from a local shop—this kit includes potions and gadgets for altering skin tone, hair color, and even eye color without undergoing cosmetic surgery. Despite its legality, the existence of such a pre-packaged kit is concerning due to its potential use in evading facial recognition systems. The kit is popular at fancy dress parties, emphasizing its effectiveness in changing a person's appearance significantly. 

The conversation turns strategic as Gil analyzes the implications of Edric's purchases. They know he's trying to change his appearance, but crucially, Arturo observes that his biometric data remains unchanged, implying that despite cosmetic alterations, features related to his biological makeup, like DNA and fingerprints, remain the same. This information is crucial since, as long as biometric security measures are involved, Edric's real identity can still be confirmed. 

Pen, contributing to the team's analysis, ponders the practicality of Edric's actions, considering the extensive measures he has taken to disguise his identity and movement, including booking a high-passage trip under his own name, a move that might be intended to mislead or misdirect them. 

The team learns that Edric has also visited various other establishments for additional resources - business centers, scooter rentals, and clothing stores, suggesting he is preparing for complex travel plans or further disguise. They weigh the possibility that Edric might use his altered appearance strategically while retaining his original ID for specific purposes, deepening the mystery surrounding his endgame. 

As the session winds down, the crew decides to focus their investigation on two main leads: the hotel where Edric booked a room and the potential use of the high-passage liner. They acknowledge the challenge ahead, recognizing that while they have pieced together significant insights into Edric's tactics, his next moves remain unpredictable. 

The discussion closes with plans to reconvene the following week, leaving the crew poised on the edge of a crucial breakthrough in their high-stakes spacefaring chase. As they part, they agree to discuss their next steps online, ensuring they are coordinated in their continued pursuit of Edric Voss.

11 June 2025


01 June 2025

Books in May 2025

A collage of the covers of the ten books I read in May 2025. They are arranged in two columns of three, and two columns of two. At the top is my profile avatar and the title '@cybergoths's May 2025 Reads'. The books themselves are detailed in the following text.

May saw me read less books than the previous month, but as I was deep in administration for the North Star convention for the first two weeks on the month, I think that wasn't unexpected. I did manage to read 10 books and 2,003 pages, which brings the year-to-date figures to 57 books and 13,075 pages. That means I've hit the target for the year (52 books, one a week) which I expected to as it was set as a baseline.

I read four roleplaying related books, three novels, a short story and two non-fiction books.

The roleplaying books were a re-read of Deepnight Legacy for Traveller in preparation for running it at North Star, and then the Solemn Vale roleplaying game line (the Wyrd Abacus engine). I covered the main Solemn Vale book in a first impressions post here, and then followed that up with Tales from the Wyrd (a collection of adventures set in Solemn Vale, which seemed very useful) and Summer of Strange. The latter is set in the USA in the 1980s, and is a blend of the young adult based genre that was popular in films at the time. It's set in small town America, and the players will take the characters of young adults (17 to early 20s) who encounter strange and horrifying things. Eventually, the town is doomed by some kind of event (three examples are given) and the only chance of stopping it is the actions of the players. Nasty things can and will happen. Overall, I prefer Solemn Vale to the Summer of Strange, but they're both very good.

The non-fiction were both audiobooks. First up was Autocracy, Inc. by Anne Applebaum. This was a (quite depressing) look at the rise of autocracies and oligarchs across the world, and how democracies are failing to react to prevent themselves being vulnerable to them. The second was How Democracies Die by Daniel Ziblatt and Steven Levitsky. This was written in the shadow of Trump's first presidency and discussed how democratic norms could be dismantled in the USA, especially as many of them are unwritten conventions rather than codified in law or the constitution. It's scary to see much of what these books warned against happening now.

The fiction books started with the second of Christopher Fowler's Bryant and May mysteries, The Water Room. This is a slow-paced and fascinating investigation into the murder of a woman who appears to have drowned in a dry room. I enjoyed how this twisted and turned.

I followed this with A Spy at War, by Charles Beaumont. This was a sequel to A Spy Alone which I read back in September. Both of these novels are dealing with the influence of Russia on the UK government and institutions. This novel is a sequel and is mostly set in Ukraine during the current war. Overall, I enjoyed this and will keep an eye out for any more books by the author.

Mickey7, by Edward Ashton, was the final novel that I read. This has recently been turned into a film, but I'd had the novel in the to-read digital stack for a while. It's a slightly darkly-humorous story of a man (Mickey) who has volunteered to join a colony expedition as the 'expendable'. This means that they have scanned his brain and memories and can create a new clone-body when he dies. Hence Mickey7. We're seeing the story from the perspective of the seventh iteration of Mickey, as the colony struggles to survive at its new home. There are also tensions, as the religious beliefs of some of the crew and the captain are that this technology is an abomination and that Mickey is a soulless monster. The pages turned easily in this, and I've just started the sequel.

Finally, I read one short story, Human Resources, by Adrian Tchaikovsky. This is set in the same world as Service Model, albeit slightly earlier. The protagonist is a Human Resources officer in a company that has shed most of its workforce because of the use of near sentient robots. It's a creepy view of the slide towards the collapse of society as the character knows it.

Overall, a good month. I'd probably rate The Water Room as the best of the fiction (Mickey7 came close) and How Democracies Die as the best of the non-fiction (if only because it taught me a lot about how the US governs itself).

1 June 2025