19 July 2025

First Impressions - Keychron K10 Max

A photo of a Keychron K10 Max keyboard on a desk. The keyboard frame is black, and most of the keys are a dark grey blue. The ESC key is orange, and the function and modifier keys a lighter grey.

I've been intrigued by mechanical keyboards for a while, mainly driven by memories of the original keyboards that I used when I first started computing. Specifically the keyboard on the Video Genie TRS-80 clone, my old PowerBook 190cs and a variety of IBM keyboards from early PCs.

My daily driver keyboard is a Logitech MX S, wireless, suitable for Windows or Mac (or ChromeOS). It feels light and comfortable to use, and it's very quiet. I can use it for work happily and heavily for a day without any issues. That's important, as I managed to damage a tendon many years ago when I was writing a lot of specifications and doing a lot of CAD drawings. The culprit wasn't actually the keyboard, but rather the very strange lumpy mouse that they produced in the 1990s which meant my hand (and tendon) were twisted when using it. 


A photograph of a Microsoft Serial Mouse 2.0A-8521 - it has a lump on the left hand side and a serial connector. The mouse is beige, has two buttons and a small grey Microsoft logo.


I do believe in not skimping of the quality of keyboard that you use. If you're a screen worker, this is the primary element that you will be engaging with so it needs to be comfortable and well built to make sure that you minimise the risk of harm to yourself and get the maximum user pleasure from typing on it. The MX S is a solid quality build. My first lasted four years until I wore out two of the higher use keys enough that they were erratic in use.

However, I miss the tactile feedback and sound of the keys clacking that I remember of old. I remembered something satisfying in typing on a keyboard like that. Was it just nostalgia?

I ended up looking at quite a few keyboard reviews over the last two years, and was hankering after trying one of Keychron's models based on some comments by folks whose opinions that I have time for. So I ended up selecting a Keychron K10 Max. It's a full size keyboard with a numeric keypad. It's reasonably plain, and I went with a dark colour as I have memories of the way that some keyboards build up residues which show if they're lighter colours. 

I selected Brown Switches because they are a halfway house - tactile but quieter than the Blue switches but not a linear response like the Red gaming switches. It took a while to understand exactly how this worked and I found this article really useful.

It took just over a week to get to me from China, and I immediately noticed the heft of the keyboard when I opened the box. I'd happily carry the Logitech MX S with me somewhere, but I think that this is definitely one that is going to stay on my desk. 

The keyboard came configured UK-ISO set up for a Mac. The keyboard can be switched between Mac and Windows but if you want Windows symbols you will need to swap out the Mac specific keys for Windows ones. These are provided, along with the necessary tools and instructions. The keyboard can be used with Bluetooth or directly wired. It will support up to three different devices at once over Bluetooth, which seems to be the norm for the technology. The Mac set up means I will resist the urge to pair it with my work laptop.

The keyboard itself has a white backlight and   you can select how it behaves. Apparently you can connect into it and edit the settings quite heavily, but I've had no need to do this at all. Battery charging is via USB-C, and it either has a smaller battery or consumes much more energy than my MX S as I've had to charge it twice in the last week of use.

So what's my verdict? 

I really like the keyboard. There's a lovely tactile feel from it and the keyclicks are very reassuring and make me feel like I'm making progress as I am writing. The keyboard is more upright than the MX S which means that I will need to watch that I do not twist the tendon in my right hand and maintain proper posture, but it does feel delightful to use. Perhaps the only thing that irks me is the battery usage, but I'll see how that plays out. It's not really a hardship as there's a USB hub immediately behind the keyboard on the desk so I can easily top it up.

I'm happy I've got this, there's no regrets. There may have been some nostalgia in the purchase but using the keyboard shows me that it was more than justified.

Recommended.

19 July 2025


Longplay is now available on the Mac

A screenshot of Longplay on macOS. The window has music player controls at the top and then has album covers showing, sized by the number of times that they've been played.

One of my favourite iOS apps, Longplay, is now available on macOS, either directly from the publisher or via the Mac App Store. I originally posted about the iPhone version back in January 2021.
TL;DR: One of my favourite iOS apps is now available on macOS. This presents your digital music albums as wall of covers. It's very configurable so you can go all High Fidelity and choose your own sorting scheme.
It's a very simple concept; it just shows the album covers of the music that you have. You select an album and it plays the whole thing. 

The image above shows you everything that you need to know, and will probably give you a good flavour on the albums I've played a lot (at least since I got this MacBook Pro).

You can nuance that. For example, I usually sort the albums in priority of addiction and have the size increase the more plays that the album has had. You could reverse that and do it by how much you've neglected the album.

You can also have the player controls only start or stop the album, or allow access to move forward and back amongst the apps.

I love the app because it reminds me of browsing through my old CD collection. You can see the images and get reminded of albums that you used to love, or that you meant to give another go. You can do this with the Music app, but it's nowhere near as delightful.

It looks like the publisher has a trial version on their website, if this sounds like something you'd like.

19 July 2025

15 July 2025

Traveller - The Jägermeister Adventure - Ep 4 - Doors and Corners (Spoilers, AI)

Screenshot of the desktop while running 'The Jägermeister Adventure'. Most of the screen is taken up with a Chrome browser window running Roll20. There is a splash screen with a starship and an air/raft and also a Bounty Warrant. The player video feeds are shown top centre. To the left is the Preview app with the scenario open on the first page of the Bulari episode.

The fourth play session for The Jägermeister Adventure happened tonight and, quite pleasingly, we had no technical issues, even though we had reverted back to using Roll20 for both audio and video. As usual, I recorded the session using Audio Hijack and have uploaded the output into tabletoprecorder.com to allow me to extract a summary. Overall session length was one hour forty five minutes, mainly as we reached a natural breakpoint and I didn't want to overshoot time wise like I did in Episode 3.

It felt fitting to play Traveller on the evening after the funeral service I'd attended for Derrick Jones, a long time friend and Traveller player and GM who passed away recently. He is greatly missed. RIP.

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 (Paul) - 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 the second session on Bulari, and the characters were continuing their pursuit of Edric Voss into Yarm and the adjacent refuge settlement, populated by over twenty-thousand Souther refugees from the Valkosi Civil War. This is the closest to Voss' home territory that we've come so far, and there was definitely potential for the characters to suffer harm, especially as only Pen was carrying anything heavier than a stunner. I think that the players managed the investigation well; we could have finished all of the Bulari elements with perhaps another 15 minutes play but it leaves us with a good kick off for the next session.

Arturo's Lucky rolls - Two dice rolls from the Roll20 chart feed showing the results around 9:40pm for a Recon and Mechanic rolls, both of which were made with ease.

It was noticeable through the session that Paul's character definitely lived up to his nickname with the dice rolls that were made.

The 'doors and corners' reference is a Detective Miller from The Expanse reference about entering an unknown space on an investigation. We had a good giggle when Andy imagined Gil, in a high-vis top with a checklist on a clipboard doing 'point and call' when he entered a room.

From my perspective, I now had a realistic Plan B and Plan C in case the characters caught up with Edric Voss. I think that put me in a much better frame of mind when I started the session. During the session, because we had people continuously in different locations, I ended up doing a lot of cutting between players and locations to try and keep the spotlight moving.

The next section is, as usual, from Tabletop Recorder. This was the cleanest take on recording the session and hopefully that shows in the output below. We deliberately did introductions at the start of the session to give the language model as much chance as possible to get the right output.

I'm not entirely happy with the output from tabletop recorder on this session. Although the transcript is very good, the summary is fluffy and lacking detail. Hence for the second week running I'm going to add a quick final summary. If the output doesn't improve much beyond this I suspect that I won't be wanting to take this much further when my beta subscription runs out. I've fed back to the developers. The tone and vagueness doesn't really fit that well with the kind of scenario that I like to run.

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

Upon gathering at their respective locations, each member of the team charts their path for the day. Gil Chang, using his inherent charm and carousing skills, discreetly navigates through the bustling refugee camp, attempting to eavesdrop on snippets of valuable information. Simultaneously, Saul Emser pursues his own inquiry away from the camp, believing his presence there might provoke unwanted attention. Saul meanders through the town, absorbing conversations and local rumours to stitch together the current sociopolitical tapestry and, hopefully, catch wind of a potential lead. 

Meanwhile, Arturo Javid, nicknamed 'Lucky' though the irony of his moniker remains to be seen, decides to follow a practical approach. He chooses to dive into administrative dealings, planning to verify and perhaps fortify their leads by conversing with the local administrative officers. 

Penn, stationed strategically in their vehicle, prepares for a swift mobilization. Equipped not just with tools and weapons but also readiness to provide transportation or extra hands as the situation demands, Penn awaits instructions from the team to jump into action. 

Meticulously, Saul then explores the possibility of their target's involvement in local disturbances — a strategy that involves presenting his credentials and navigating bureaucratic hurdles to extract information from the police about their man. 

As boundaries between investigative and confrontational approaches blur, each member, including Lucky and Penn, aligns their skills towards enhancing their search tactics, whether through stealth, negotiation, or direct confrontation. The team's investigation deepens as they consider all possible scenarios, including impersonations and camouflages, to better understand and capture their elusive prey. 

The narrative unfolds as Gil, emboldened by hypothesis and liquor, theorises a connection to a scandal during the fighting in Naggeth, possibly involving the dead quartermaster and the mysterious Edric Voss. As Gil's inquiries potentially spiral towards a confrontation, the team strategizes rendezvous points and backup maneuvers, ready to support their comrade or withdraw to safety strategically. 

In solidarity and determination, the team converges energies, each leveraging their unique skills to unravel the mystery at hand, inching closer to the true machinations behind the chaos that's spurred them into action. 

In the heat of their strategic planning, Penn boldly suggests using their air raft to squash their target from above, indicating a readiness for direct action. Saul Emser, however, steers the conversation towards a potentially less lethal approach by planning to extract information from a contact about Voss's whereabouts. Saul considers leveraging the contact's side hustle as a bargaining chip to gain this critical piece of intelligence. 

The team discusses various tactics including deception, negotiation, and the strategic use of weaponry to extract the needed information without tipping off their adversaries. This diverse array of strategies showcases the team's versatility and readiness to adapt to unfolding scenarios on the ground. 

Arturo Javid (Lucky) expresses concern about an armed individual posing a threat, underscoring the perilous nature of their mission. Meanwhile, Saul prepares to confront the sniper that guards their target location, emphasising the need for stealth and surprise in their approach. 

Gil Chang, maintaining a low profile, suggests penetrating their objective under the guise of a casual patron, a strategy supported by his fellow operatives. Saul's outward appearance, featuring a military buzz cut, is scrutinized for its potential to either blend in or stand out, adding another layer of complexity to their undercover operations. 

The plot thickens as Gil, facing intoxication, nearly collapses but is supported by his comrades. They consider leveraging additional resources such as stunners for their imminent confrontations, further discussing logistics such as securing an air raft for quick extraction and setup for their next move. 

As their operation unfolds, the team's dialogue is peppered with tactical assessments, contingency planning, and real-time adjustments, reflecting their commitment to not only capturing their quarry but also managing the complex dynamics of their mission's environment. The discussion concludes with affirmations of their strategy and readiness to act, encapsulating a tense yet focused preparation phase poised to transition into decisive action.

In summary: Gil was in the refugee camp and carousing, trying to find out about Voss. Saul and Arturo were going around Yarm town, while Penn made sure that the very expensive air/raft wasn't at risk. They regrouped and decided that they all needed to go into the refugee camp. Saul checked out Voss with the police, liberally bribing his way to the front of the queue; there were no records of him, but there was a live murder-scene which he greased the wheels of bureaucracy to get permission to visit. Arturo slickly got a conversation with one of the harassed clerks at the Adminstration centre. This confirmed that Voss wasn't on record, but further conversations with those around mirrored what Gil was finding. Some of the key points were that Voss had been there 1-2 months before, looking for Souther Veterans who wanted to undertake 'a mission' and ideally had NBC experience. There was possible interest in a ruined location called Naggeth on the interdicted world of Valkosi. Penn scared off some teenagers who offered to 'take care of his car', by showing he was armed. Gil was confronted by an individual who may have meant him harm, but they ended up drinking in the bar, where he was offered info on Voss if he spent the night at the bar drinking with the owner and paid him a fee. Arturo and Saul smoothly joined in, directly cutting a deal and paying for information that Voss wanted them delayed; they effectively bought out the contract. Meanwhile Gil was very ill. They checked out the murder scene and confirmed that it was a former Valkosi Army Quartermaster who had NBC kit to sell. His throat had been slit and the kit was gone. They also checked out the home of someone linked to Voss, Holgar Larsen, to find that they had upped and left like they were going away for some time. In the rubbish bin, they found a note which included 'Bay I'. There's a Bay I in the starport. They headed back to ship and started preparation for take off (refuelling and processing) and also to raid Bay I.

13 July 2025

Returning to 'The Crystal Cave' thanks to a new edition of Pendragon

A Kindle lying on a light blue table cloth with the screen showing the cover of "The Crystal Cave" by Mary Stewart. This is a somewhat abstract image, with a cave with trees above, with light coming from it and casting a shadow from a silhouetted person.

I mostly read new books these days; rarely do I revisit favourites as often as I'd like to, but over the last week I've been diving back into Mary Stewart's Merlin Trilogy (which is actually six books if you include the three extras that she subsequently wrote). These were published in the early 1970s originally, and take a post-Roman view on the Arthurian legend. The original trilogy focuses on the magician Merlin, and tells the story from his perspective, starting from his boyhood.

I was originally introduced to the series by my paternal Grandmother, who absolutely loved them and lent me her set of books to read, telling me that she thought that I would enjoy them. She was correct about that and the stories became firm favourites. 

My Grandmother also bought me the first edition of the Pendragon roleplaying game from Chaosium, which I ran as a lunch time campaign at our school roleplaying club. My take was far more Roman in flavour than Greg Stafford's more traditional La Morte d'Arthur approach, but it works just as well with the slight refocus.

I was prompted to re-read the book after I picked up a copy of the core books for the new edition of Pendragon (which on an initial skim looks like it could be the best since the original for inspiration). It set my mind wandering back to the old campaign we had and Mary Stewart's books.  I can't help but smile and think of my Grandmother (OG, or Other Grandma, as she was known) who - although she rarely saw me - knew me enough to share a fantastic set of books. 

This isn't the only set of books I've started to dig back into; recently I also read the first of Michael Scott Rohan's Winter of the World Series, and I plan to return to that as well. I also need to pick up the Iain M. Banks reread at some point, and I suspect that the AppleTV+ adaptation of Neuromancer will see me revisiting William Gibson's Sprawl

Obviously, I really recommend the Merlin Trilogy. I also recommend checking out the third of Rosemary Sutcliff's Eagle of the Ninth related books, The Lantern Bearers, which also has a great more Roman flavoured take on the Arthurian legend. 

From a non-fiction perspective, Lost Realms by Thomas Williams is worth a look, as it tries to explore the history of the realms that sprung up after the Romans withdrew and the economy collapsed; there is a fantastic description on the impact on Lincoln, with the city becoming a shadow of its former self. Fantastic in the sense that it was inspirational for ideas for gaming.

13 July 2025



12 July 2025

Traveller - The Jägermeister Adventure - Ep 3 - Bulari Down (Spoilers, AI)

Screenshot showing the Jägermeister Adventure in play on Roll20. The main window shows a spacecraft, a map of a location on the planet and a star chart. The player video avatars are to the top of the screen. Besides this window is a Discord window used for audio feed, and an Audio Hijack window showing the intercept to record the session.

We had the third play session of The Jägermeister Adventure this Tuesday, and it was a bit unplanned. I'd assumed thought that we weren't playing this week but then one of the players reminded me that we could play as their meeting didn't clash. So a bit of a mad scramble to get this game underway. I had tech issues at the start and we fell back to Discord for audio. Just after we'd moved I realised that it was because I'd managed to leave Roll20 set to video only after the previous session, so entirely my fault. Apparently my connection was clipping a bit as well, which was weird as I could hear all the players fine. We ran a little later than usual as the investigation wended its way forward.

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.

The players - and their characters - have been pretty sharp off the mark and that means they are much closer behind their target, Edric Voss, than the scenario anticipates. That has made things challenging as a GM, as if they catch him at this point then the campaign is pretty much over before it's properly begun. I was very conscious that they kept on nearly catching him but failing, so it would be increasingly frustrating. Hand on heart, I can honestly say that there have been no deus ex machina moments in his evasion, just tradecraft, but it's been very, very close. I think I've got an idea on how to keep things together if he is stopped now, but that will be a moment of challenge.

I'm also aware that this part of the campaign is mostly set on the planet which means that the face (Arturo) and Muscle (Graham) are coming to the front. Gilbert (generalist) is also very involved but Pen (Neil) is less so. There are elements when the focus will shift later on, but it's always a worry when a player can be as engaged in the plot as the others.

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 midst of an intricate space odyssey, Saul and his companions - Gil, Pen, and Arturo - grappled with the specifics of space travel and the nuanced rules governing the variability of jump duration. Gil, a stickler for procedure, meticulously ensured all paperwork was in order (despite initial hiccups like accidentally naming the wrong ship on the flight plan) and formally requested permission for their vessel to take off.

Once airborne, the crew engaged in a vibrant discussion about the best strategy to intercept the Angel of Kahn, a liner they were chasing. Gil, along with the other crew members, debated the merits of jumping ahead of the liner by arriving first at the jump point, an endeavour that involved astrogation checks. Here, Saul and Pen examined the jump emergence points, questioning if their paths were predictable, leading to a detailed lecture from Gil, replete with training videos and simulations about the mechanics of jump drives.

As they successfully made the jump and monitored the liner’s progress, the team strategized their arrival on the destination planet, Bulari. They planned to reach the jump point before the Angel of Kahn, hoping to be the first on the planet surface. Pen labored over ensuring the spacecraft's systems were optimal for the leap, while Arturo and Gil kept themselves occupied with physical exercises and educational pursuits respectively. 

Upon arriving at the system, Saul swiftly communicated with the local traffic control, declaring their mission tied to Imperial mandates and stressing the urgency due to their target being aboard the Angel of Khan. Navigating through bureaucratic channels, they managed to secure a landing ahead of the liner, thanks to divulging their pursuit of a fugitive, although they had to settle for a less convenient landing pad.

The group's calculated approach and articulate communication allowed them to make efficient manoeuvres, setting the stage for their next course of action on the planet as they edge closer to capturing their quarry. Meanwhile, daily life aboard the ship was a mixture of mundane tasks and collaboration, exemplified by shared meal preparations and upkeep routines, highlighting the camaraderie and the multifaceted skills of each crew member.

In a bustling spaceport on a dusty, hot planet, Saul and his crew arrived amidst swirling dust and soaring temperatures, determined to capture a fugitive reported to be on board the Angel of Kahn. After landing, the crew discussed logistics, debating whether to leave a member behind for ship security. Ultimately, they decided to lock up and proceed with caution under the planets strict laws.

Gil, ever cautious, insisted on proper procedures for refueling and fielded concerns about the ship's fuel levels; their spacecraft barely had enough power left for essential functions. As they ventured toward their first target location, Saul inquired about local speed limits, emphasizing the necessity of following them to avoid drawing undue attention. 

The team's attention turned to tactical considerations. Saul directed a setup where they approached their tasks with care, considering whether to interact visibly with the local security to bolster their legitimacy. Arturo, maintaining a playful demeanor, momentarily worried everyone by pretending to be lost but quickly reassured the group of his presence.

Continuing their pursuit, Saul liaised with traffic control, smoothly communicated their mission's urgency, and managed to secure permission for their operations under the guise of official business. The crew's plan was to intercept the fugitive as passengers began to disembark the liner, blending in without carrying overt weaponry.

Gil presented proper credentials to skeptical officials, leveraging their Imperially mandated Bounty Warrant and hinting at the fugitive's skills in disguise, which could complicate their mission. They discussed the possibility that the fugitive, noted for altering his appearance, might attempt to blend in using various disguises, including that of the ship’s crew.

Saul and his companions, blending detailed planning with on-the-fly adjustments, faced bureaucratic challenges and navigated through a maze of planetary legalities and port security. They worked closely, continually adapting their strategies based on the situational demands and the elusive nature of their quarry.

As Saul and his team made their way through the spaceport, they stayed vigilant, ready to adapt their roles and tactics, embodying the resilience and sharp wits needed for their high-stakes chase across the stars.

In the bustling spaceport, Saul and his team, including Gill, Pen, Arturo, and another companion, spread out to capture the elusive Mr. Voss. The team strategically placed themselves at different exits, scanning every incoming crowd from the monorail. Saul, stationed at a prime vantage point, observed the flow of passengers confidently, assured he hadn’t missed their target.

Meanwhile, Gil, slightly disoriented, found himself retracing his steps, unable to confirm any sightings of Voss. Despite this setback, locals dressed in fatigues, reminiscent of war veterans, guided him back to the main concourse where Saul was stationed. Committed to their cause but acknowledging their lack of a cohesive plan, Gil humorously noted the absence of a "checklist," which he vowed to rectify during their next jump through space.

Throughout this tense surveillance operation, Saul adeptly coordinated with local authorities, declaring the presence of a fugitive aboard Monorail 364. Realizing a crucial piece of their plan had faltered when Gil ended up on the monorail as it departed—leaving Saul and the others behind—a new strategy was quickly devised. Saul, grappling with this unexpected situation, meticulously described Edric Voss to the police, as he tried to get assistance.

As the monorail journeyed through the dusty landscape towards Yarm, Gil, alone, began searching for Voss onboard, navigating through the wary passengers and the confined spaces of the train's lavatories, albeit unfruitfully. Back at the station, Saul and the others plotted their next move, considering even the most outlandish ideas such as landing a vehicle on the monorail to maintain close pursuit.

In the face of bureaucratic delays and logistical challenges, the team persevered, driven by a blend of duty and an acute awareness of the stakes involved. With each step, they adapted, relying on their collective experience and a deep-seated sense of justice to guide them in the relentless chase across the stars.

In the mono-rail station at Yarm, Saul and his crew, including Arturo, fervently pursued their elusive quarry, Mr. Voss. With the dusty wind howling around them and a bustling freight yard as their backdrop, the team found themselves at a critical juncture of their mission. Saul, armed with a stunner, prepared to confront a suspicious figure, hoping it was Voss. However, upon closer observation and a successful recon check, Saul deduced that the figure was not their target, noticing discrepancies in the build and gait.

Meanwhile, Arturo, positioned for a potential confrontation, received a timely call from Saul, halting his action and sheathing his weapon. Conversing with the misidentified man, Saul and Arturo inquired about his attire, which led them to suspect that their actual target might have used a disguise to blend in. They learned that the man had acquired his clothing from someone on a train, someone who had given him a ticket to retrieve a box, prompting further suspicion about Voss's tactics. This was the second time he'd pulled this trick on them.

Gil, contemplating their next steps, pondered the political implications of their surroundings, noting the tension between local workers and a community of veterans, possibly exploited for labor. This directed their focus towards exploring local sentiments and the possibly rigged political landscape.

The group's resolve to untangle this intricate web of deceit and disguise intensified as they engaged with the locals, gathered information, and scrutinized each clue, inching closer to laying their trap for the cunning Mr. Voss. Their journey through the city involved cautious interactions and strategic inquiries, keeping the crew on edge as they pieced together the puzzle of Voss's whereabouts and his enigmatic plans.

In summary: they managed to land before the Angel of Kahn, but Voss evaded them by killing a ground crew member and exiting via the downport crew facilities. They chased him to a monorail station, Gil ending up alone on the same train as him, but Voss managed to evade him. They followed the train in the air/raft and staked out Yarm station. Voss managed to slip past them again, using a trick he'd pulled previously. They checked around town, and Gil headed into the refugee camp.

03 July 2025

Books in June 2025

A collage of covers from the books that I have read this month. The top of the collage shows my The Storygraph Avatar and says "@cybergoth's June 2025 Reads". The books are all described in the following text.
June saw me read eight books, and only a single roleplaying game. This brings me to 65 for the year, so ahead of target for the book a week I set myself as an objective. Page count was at 2,663 with a year-to-date total of 16,008.

Only a single non-fiction in June, Timothy Snyder's On Freedom, which I recommend as a follow on to his warning about fascism, On Tyranny. Written before the present US administration, this was a warning that sadly wasn't listened to. 

The roleplaying book I read was the first book of Invisible Sun, The Key. I found it intriguing, but hard work. Then again, every Cypher System game I have read has been a slog in the character generation system. There's enough here to intrigue me, and I am looking forward to reading The Gate. I'm hoping this doesn't become the large white elephant black cube in the room I have my gaming books in.

I read two books that were gaming adjacent. First of all, Marc Miller's Agent of the Imperium. This was much better than I'd anticipated and was quite a page turner. It brings up new lore about the Traveller Charted Space universe and is quite a fun time jumping epic. The other was Simon Stålenhag's Swedish Machines: Sunset at Zero Point. Stålenhag is linked to Fria Ligan, and created Tales from the Loop, and this is his latest art storybook. It's a beautifully illustrated LGBTQ tale of abandoned machines and growing up.

I also enjoyed the second Mickey 7 book, Antimatter Blues, which wasn't quite as good as the first but had a great energy to it. I will look out for future stories. 

Simone St. James' The Broken Girls is another supernatural horror tinted (or should that be tainted) murder story, and kept me turning the pages. I'd picked it up because I'd enjoyed her Murder Road last year. 

However, I have two books tying for my favourites this month.

The first is Has Anyone Seen Charlotte Salter? by Nicci French. This follows the story of a family whose mother disappeared when the children were growing up. A neighbour is assumed to have killed her, but her body is never found and it could have been that she just left. The tale covers the time of the murder and the modern day, when the family has reason to meet up again. However, as they do, some of the other children affected by the murder are starting a podcast to try and find out the truth. It gets messy, and you see the impact of the original disappearance on everyone involved. 

The other is another Adrian Tchaikovsky book, Bee Speaker. This is the third book in the Dogs of War setting and followed a mission from Mars returning to a post-slow-apocalypse Earth, on a rescue mission for the distributed intelligence, Bees. It gets messy. Transhuman science fiction excellence. 

Overall, a good month.

3 July 2025

01 July 2025

Games to June 2025

 

A doughnut graph of the games I have played until the end of June 2025. The details are in the text below.


As we've hit half way through the year, here's an update on the roleplaying games that I have played.

So far I have have played 34 sessions, fifteen of which I was a GM, and the remainder as a player. This is unusual and reflects the end of the Achtung! Cthulhu campaign and the hiatus between. I have played eighteen games face-to-face, all at conventions.

I have attended Revelation (report), Airecon (report), North Star (report) and LongCon. I plan to attend TravCon and Furnace later in the year.

My most played game is Trail of Cthulhu, with the final eight sessions of the Eternal Lies campaign that I've mentioned before.

Next is Traveller/Cepheus. This has been a mixture of one-shots at conventions, Far Horizon and more lately, The Jägermeister Adventure. Seven sessions so far and more throughout the rest of the year, hopefully.

Sneaking into third place, like a Hobbit into Mordor, is The One Ring. We played the Lone Lands campaign from the second edition over the LongCon weekend, and also had a session zero, for six sessions. Lovely campaign and I will post more soon.

After that, City of Mist and Achtung! Cthulhu are tied at three sessions each.

There are a number of one-offs as well.

VTT wise, half the sessions were on Zoom (Eternal Lies at eight), one session was on Role (The One Ring) and the remainder (Traveller and Achtung! Cthulhu) were on Roll20. The latter is noticeably better performing, but it doesn't beat the AV quality of Zoom or Role.

Overall, a good first half.

34151918
Game System#GMPlayFTF
Trail of Cthulhu (GS)8080
Traveller/Cepheus7703
The One Ring6065
Achtung! Cthulhu (2d20)3300
City of Mist (PbtA)3303
Otherscape (PbtA)1101
Comrades (PbtA)1101
Monster of the Week (PbtA)1011
Cartel (PbtA)1011
Fading Suns1011
John Carter of Mars (2d20)1011
The Electric State (YZE)1011

1 July 2025