03 September 2025

Traveller - The Jägermeister Adventure - Ep 6 - Pursuit of the Hirondelle (Spoilers, AI)

 The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

We returned to the The Jägermeister Adventure this week on our third attempt (as the holidays intervened) and the session ran without technical issues. We did choose to run audio via Discord, but keep video on Roll20. I used tabletoprecorder.com as usual. Andy wasn't available so we covered his character between us.

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 aftermath; the crew had captured Edric Voss but didn't have the data package. His crew were fleeing on the Hirondelle and decisions were needed on what to do next!

It's worth noting that players did spot a route to exit the campaign (taking lesser bounties on Voss' actions in local systems where he'd murdered people) but, thankfully, they decided to carry on!

I'll drop the summary below. As usual, the tone and summaries from tabletop Recorder don't really hit what I want, but they're useful. I'll do a nutshell summary at the end.

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

In the bustling starport of Bulari, the adventure began with the crew aboard the Jägermeister facing a critical decision. The narrator described the scenario, revealing that their current mission revolved around capturing the elusive Voss and potentially retrieving a valuable data packet to fulfil their contract fully. Pen questioned the location of the data packet, suspecting it might be on another ship that could be escaping their grasp. Saul and Arturo, wary of missing any detail that could lead to Voss's secrets, contemplated whether the bounty was hidden within Voss himself, hinting at the need for a more invasive search. Their musings on using medical scanners or more crude methods set a tone of urgency among the crew. As the conversation furthered, the idea of interrogating Voss came up, but no definitive plan was set as doubts about the data packet's location lingered. 

Under the harsh realisation that returning incomplete results to their employers at the Great Library of Kahn could forfeit their entire reward, they pondered their next move. Saul detailed the contract's strict terms: Voss, the data, and all materials must be recovered to receive payment. Pen noted another opportunity involving the Imperial authorities at Bulari who offered a reward for Voss due to an unrelated crime, considering it a lesser, yet viable option. 

The crew discussed their need for thorough planning, as escaping the starport without alerting authorities could prove challenging due to their recent involvement in a hangar incident. As they deliberated, the urgency to chase down the ship containing the data packet intensified. Chang and Saul were keen on ensuring they could refuel and take off while evading the defence mechanisms actively thwarting flights due to an ongoing incident in orbit. 

Pen skilfully negotiated with the port authorities, emphasising their role as licensed bounty hunters crucial to resolving the orbital conflict. This exchange led to a strategic, if reluctant, approval for their departure, contingent on signing a waiver that absolved the starport of any responsibility for their safety. Once cleared, the crew skillfully navigated their ship, avoiding space debris and laser defenses, exiting the atmosphere while maneuvering towards the site of the ongoing conflict. The chatter over the comms revealed another ship, their rival Headhunter, in distress, tumbling due to a manoeuvre drive failure after it had taken a lucky hit from the fleeing Hirondelle. 

The crew swiftly shifted their focus to a rescue operation, showcasing their skills and solidarity amidst the unpredictable perils of space bounty hunting. As they stabilised the distressed ship, they prepared to confront the escaped ship, all while dealing with the interpersonal tensions and histories that colored their daring exploits among the stars, especially those between Saul and Aoife Scarlock, the captain of the Headhunter. 

Amidst the thick tension and buzzing of control panels within the Jägermeister, the crew found themselves grappling with the nuances of their equipment deficiencies. With Gil designated as the most suitable, though admittedly not skilled, at manning the sensors, the team attempted to make sense of their situation. The vessel Hirondelle had kept their attention, suspected of escaping with the important data and Voss's team securely onboard. 

Pen, negotiating channels of communication and information, coordinated with Port Warden De la Cruz from Bulari to explain Jägermeister’s activities involving the Hirondelle. The interaction was tense, as they also discussed the unauthorised use of beam laser weapons by Hirondelle within the starport vicinity—a further complication adding to the vessel's trail of crimes. 

Meanwhile, Saul, without the specific skills of a professional bounty hunter but with determination, geared up for an impromptu interrogation boosted by guidance from Arturo, who sagely offered legal pointers. Though slightly unskilled, the duo managed to navigate the interrogation intricately, aiming to extract useful insights from Voss without resorting to overt coercion. The crew learned of Hirondelle's likely trajectory towards the Red-zoned world of Valkos, and tactical discussions ensued. 

They pondered Voss’s potential connections and upcoming manoeuvres whilst considering their own strategic moves which involved a decision between pursuing Hirondelle directly or setting a cautious wait in orbit around Minerva to possibly intercept. As plans solidified about their travel and the potential perils that lay ahead on Valkos—a planet suffering from a nuclear winter with a small, clinging population who had refused to be evacuated —the crew also conjectured about the implications of the journey, the risks of planetary defence systems, and the continuing enigma of the elusive data their quarry might still hold. This speculation knit tightly with their ongoing tactical deliberations, all haunted by the presence of space’s unpredictable void and the ever-persistent pursuit of bounties within it. In the throes of strategic planning aboard the Jägermeister, the crew meticulously mulled over their options concerning the pursuit of their elusive prey, Hirondelle. 

As the external scenario developed, with ships darting through space, trying to outmaneuver one another, Saul requested an astrogation check from Gil, aiming to deduce their adversary's probable destination. The analysis, albeit time-consuming, indicated that Hirondelle might have just jumped towards Valkos, a prospect that hung heavy with both opportunity and peril. With the prospects of a confrontation in space looming, the crew deliberated the strengths and weaknesses of their vessel compared to the stolen merchant vessel, which, despite its formidable armament, appeared to lack sufficient defenses. A speculative strategy emerged from Saul and Pen, considering disabling the enemy ship to facilitate a boarding operation, thereby avoiding a direct firefight—a notion supported reluctantly by Pen, who feared they might be outmatched. 

As they spun their strategies against the canvas of space, a somber news broadcast reached their ears, reporting a grim incident back at the starport—the steward from Hirondelle had been gruesomely murdered by Voss's crew. This revelation cast a dark shadow, reinforcing the urgency to capture the fleeing ship, which not only carried criminals but also sailed with relentless ruthlessness. Despite the tactical quandaries and the morally murky waters of space bounty hunting, the crew's spirits were buoyed by the challenge. They embraced the complexity of their mission with a mix of trepidation and thrill. As they plotted their next move, choices ranged from safe tactical waits to risky direct assaults, each option weighed with the potential consequences and their preparedness—or lack thereof. Pen and Saul debated the merits and risks of landing on Valkos while considering alternative strategies like waiting in orbit or intercepting at another juncture. The conversation veered into logistical concerns about refuelling and the critical need to account for Minerva and Valkos' whereabouts, reflecting the constant calculation required to navigate not just space, but the intricate dance of decision-making. 

Ultimately, despite uncertainties, the crew set their sights on the interdicted system of Valkos, driven by a mix of strategic consideration and the allure of the unknown. The decision, fraught with peril yet laden with potential, underscored the relentless pursuit inherent to their line of work. As they prepared for the next phase of their journey, the crew remained a dynamic ensemble of sharp minds and ready spirits, their eyes fixed on the stars, their thoughts tethered to the mission at hand.

In summary: The crew had Voss captured and had managed to blag Aoife Scarlock into pursuing the Hirondelle in the Headhunter. They were hoping to avoid being linked to the fight in the docking bay. The biggest issue was that the ship had just finished taking in the water for fuel, and had another twelve hours or so before they'd have processed enough to jump. 

Arturo used his legal training to get the ship out into pursuit, avoiding the planetary lockdown due to the engagement in orbit. Reaching orbit, they found the Headhunter tumbling out of orbit having taken an unlucky his it the M-Drive. The Jägermeister stabilised the ship in orbit, but declined to send the team over to help, which resulted in a spiky conversation between Scarlock and Saul, with threats of legal action and getting even.

The Jägermeister set off in pursuit, managing to get sensor lock just to find the Hirondelle jumping out of the system, still under thrust. The sensor data was processed to try and establish where the ship was likely to be going.

Meanwhile, Arturo led the interrogation of Voss, who gave away very little. They got a hint that Valkos or Minerva were the most likely destinations, which matched with the jump vector calculations to indicate that Valkos was the target. They planned to freeze Voss in the low berth once they'd got as much out of him as possible.

Meanwhile, there were questions from the Port Authorities on the firefight in the bay. They provided statements, which were accepted. False flight plan filed, they jumped to the interdicted Red Zone Valkos system after lots of discussions on how to do this safely and effectively. Radiation, nuclear winter and desperate survivors, not to mention live munitions and defence systems awaited.

3 September 2025




01 September 2025

Books in August 2025

Infographic exported from TheStoryGraph.com showing a collage of the covers of the eight books that I read in August 2025, arranged in a 4 wide and 2 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths August 2025 Reads" beside it. The books are described in the post below.

August 2025 saw me read another eight books and 2,234 pages. For reference, this was one book and some 700 pages less than last year, but the data is a little inaccurate as I've actually read a raft of shorter 'In Nomine' supplements in PDF that I didn't bother recording.

So far this year, I've read 78 books and 19,886 pages. I am ahead on numbers of books read.

The mix this month included two roleplaying games, a short story collection and a single non-fiction audiobook. That was Borderlines by Lewis Baston, which was an enjoyable journey through the borders of Europe, illustrating how the interior of the continent has shifted around and the impacts of border changes. 

The roleplaying games were both ones that I hope to run soon - In Nomine and Coriolis: The Great Dark

In Nomine gives players the chance to be angels or demons, fighting the battle between heaven and hell on Earth. I will be running this at Furnace in October. I last played this some time back in the late nineties when it first came out, in an excellent game run by Ric based around the Northern Ireland peace process. 

The Coriolis book is the sequel to the previous edition of the game; rather than rebuild the setting (after the three campaign books comprehensively trashed things and put everything up in the air), Fria Ligan decided to follow the story of a refugee/explorer fleet that set out beyond the Third Horizon, hopefully following the course of the Nadir, a lost colony ship. However, when they get to their destination, they find many problems; the setting is one of exploration, dungeoneering (almost) and factional conflict. It's much more slickly done and presented than Coriolis: The Third Horizon, but I still love the original setting. However, I hope to run the campaign set once it's available properly in the new year and I'm looking forward to a game with a very different feel.

The collection of shorts was the latest edition of Clarkesworld Magazine (#227). I've had a subscription for quite some time but rarely read them properly, so I'm trying to get better at that. 

We Begin at the End by Chris Whitaker is a twisty tale of small town drama, in which a criminal is released back into the community and not well received. Things escalate, and we follow the chaos that ensues, turning everyone's life upside down. Recommended.

The Hungry Gods by Adrian Tchaikovsky sees several tech entrepreneurs returning to Earth after many years on Mars and beyond, assuming the population has been wiped out with climate change and collapse. However, the survivors have been more tenacious than expected, and become involved in the very real struggle between the three returnees and their very different visions of what the world should be like. These visions don't really involve the survivors, who are an inconvenience. There are hints that the fate of their ventures may not have been as good as they like to make out. I did enjoy this a lot, but I preferred his previous book Bee Speaker, which I read back in June 2025, which has similar themes.

Ben Aaronovitch's Amongst our Weapons is the latest Rivers of London book. This returns back to the main character, Peter Grant, who is about to become a father. He faces some terrifying experiences, including the North of the UK! I really enjoyed this and the pages slipped past effortlessly.

The final book that I read was Richard Adams' classic Watership Down. I read this on a nostalgia trip while on holiday. As a child, my parents used to take us to Devon or Cornwall, and I'd have a pile of books to read (indeed, finding the space to stash them was a key part of holiday packing for the car), and this book was usually there (along with Andre Norton's Solar Queen, some of Rosemary Sutcliff's Eagle of the Ninth books, and others like Sir Arthur C Clarke's Rendezvous with Rama). Anyway, I decided to read it again, and was reminded just how well written it is. Delightful.

Overall, a decent month. It will be interesting to see how September will go, as I'm travelling for work a fair bit, but also have convention preparation to do.

1 September 2025

#RPGaDay2025 - flamed out, but likely to restart

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Yes, I've fallen way behind.

I suspect that I will try and complete some more posts, but this year I found the prompts harder than usual. Some of them had me feeling that I was repeating myself or I found them very obscure. 

If I do them, they'll slot in where they should have been (for tidiness) but I think that the RSS feed should still show them.

1 September 2025


20 August 2025

Eternal Lies - From the Keeper's perspective (Spoilers)

  Eternal Lies - Final Session screen shot. Left of screen has the reMarkable app with a page of game notes and Dice by pCalc showing. The middle has a zoom window with three middle aged men in a column. The right has a Google docs browser window showing a character sheet for Lotte Radler-Jones, my character. This is all on macOS with a blue background to the desktop.

I posted a write up on my reflections on Pelgrane Press' excellent Trail of Cthulhu campaign Eternal Lies back in June. Rich, our Keeper for the campaign, shared his thoughts & reflections more recently in our discussion group and he's kindly agreed that I can share them here.

Clearly, there are spoilers below. 

17 August 2025

#RPGaDay2025 - 17 - Renew

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Renew

Energy seems to beget energy. Since I rediscovered - renewed - my passion for Traveller, all of a sudden I find myself full of energy for roleplaying projects more generally. I've probably been more engaged on gaming this year than I have for quite some time.

I've two projects that have been niggling me for quite some time, and now they're coming together nicely. 

The first relates to material that I produced for BITS in the past; while some of this has been available in PDF, several of the books that I'm most proud of have never made it past the original editions that we were selling at conventions and through a couple of retailers and publishers (Leisure Games and Steve Jackson Games mainly). I've been working with Andy to get these back in print as PDF and POD, and they should be out before the end of the year. After that, I'll be helping to get some of the others converted to POD as well. However, this isn't quite as simple as it sounds as we will publish under the TAS programme. 

We need to do conversions into Mongoose Traveller 2, amend the legal parts and trade dress and then format them for print, which is reasonably complex as most of the books were originally created at A4 rather than A5 in Microsoft Word. Some where done in Quark, adds a further complication as the version of Quark that BITS has doesn't play nice with InDesign or Affinity. Fortunately, Affinity can manipulate PDFs very well if you have the fonts. That needs to be done manually, as the PDF from Quark strips the font names and replaces them with something like 'CIDFont+F1'. The covers are another challenge, but mostly less so. I can open a PDF and get to the elements on those so I am confident that they can be recreated easily (except for title dress, which is a shaped and extruded font that even Andy can't remember how he did it).

So it is very much a project to renew.

The second project relates to a Traveller adventure that I wrote about two decades ago for the first Furnace. That has been run multiple times by me and others (it's probably the most tested scenario we ever wrote, with perhaps runs in three figures by me and others at conventions). Completing it has been on my round-to-it list for a long time, but kids, life etc. have always got in the way. I'm exploring a route to bring this one to print via TAS in collaboration with another Traveller publisher that I really respect. Hopefully, that will see the light of day earlier this year or at the start of next year. Have just converted two other scenarios to Mongoose Traveller 2e, I'm pretty confident that I can do that part quickly.

So this year has definitely been one where I renewed my energy for Traveller and gaming in general. I'm even running a Traveller campaign for the first time in a long time!

17 August 2025

16 August 2025

#RPGaDay2025 - 16 - Overcome

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Overcome

You may have noticed that yesterday, I managed to give Deceive number 16. I'd love to claim that was deliberate but it was totally an accident. Anyway, that's fixed and hopefully it won't break any of the permalinks.

I think that longer form campaigns give you a better opportunity to feel like you've overcome something. Sure, one-shots are brilliant and, as a player, you can pull off amazing things with stories to tell, but there's something about the extended game that makes it mean more.

Some examples.

At Longcon 2016, I was fortunate enough to play a truncated version of The Dracula Dossier over a weekend. Although the game was short compared to how the campaign could play out, it had the space for highs and lows, for terror and success. At the end, when we killed Dracula, it really felt like we'd struggled to overcome a true threat and succeeded.

I also played in Dr Mitch's Darkening of Mirkwood campaign, which ran over an extended period, and was a chain of defeats and successes where we managed to lift the Shadow from Mirkwood, leaving it in a better place for the events of The Lord of the Rings. However, it included one of the most terrifying slow motion events of my gaming life, the death march out of Angmar. We'd found ourselves in the Witch King's former kingdom and ended up fleeing, with children we'd rescued, back towards safe havens in Eriador. We had a number of poor rolls - lots of Eyes of Sauron - and found ourselves pursued and accumulating fatigue to the point that we were shedding equipment just to keep moving. We only just managed to get out alive, and it felt like we'd overcome the worst that could have been thrown at us.

I ran Curse of Strahd over multiple sessions and wrote it up here. The player's had a huge challenge to overcome, bring hope to Barovia and getting themselves to the point where they felt that they could overcome Strahd. What amuses me to this day is the fact that they felt it necessary to have a WhatsApp back channel without me where they plotted how they could overcome their Vampiric enemy. I'd initially felt it was a joke, but soon realised that it was very real. I think that they definitely had a feeling of overcoming despite great odds against them at the end.

Finally, at Longcon 2025, I ran both parts of the Stormbringer epic campaign Stealer of Souls & Black Sword. The end point of the campaign saw one of the characters seeking vengeance and facing off with Elric over the death of her father, his soul stolen by the demon sword Stormbringer. Somehow a path was found that didn't end up with what would have been an otherwise inevitable death. The gave a real feeling of success, and the character definitely overcame her likely fate.

I do think that the longer form game lends itself to a stronger feeling of having overcome something significant.

16th August 2025

15 August 2025

#RPGaDay2025 - 15 - Deceive

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Deceive

This is an interesting one. I'm a huge fan of character vs character conflict, especially in one-shot convention games, as it makes the players really devious and interactive. However, I have shifted in how I do this. Mostly, the motivations and agendas were hidden, which meant that what happened often came as a surprise. The players would be trying to covertly deceive each other and gain the upper hand. I've written scenarios with a single player having a covert mission that puts them at odds with the rest of the group, and they've mostly gone down well at the table.

I have a Dune hack of Conspiracy of Shadows that plays out the events at the start of the first book, with one of the characters randomly assigned the role of traitor (which is kind of fun, as Paul Atreides can have that role). This was run using the 'blood opera' mode for the game, which is built around relationship maps and backstabbing. 

These days, I'd feel obliged to call out that there were hidden agendas and potential character-vs-character action, because I've become aware that it can cause upset and reduce enjoyment when people stumble into this kind of thing and don't like it. It's not everyone's cup of tea. 

I don't believe that you should ever have player-vs-player (PVP) in a roleplaying game; as a GM you need to be really clear that this is all about character-vs-character. Roleplaying is far more personal in its nature that a video game, and the danger is when people start to take things personally. My experience is that you tend to get a better atmosphere and more enjoyment at a table when the GM has called that out at the start.

I'm also a big fan for making the scheming open at the table; not everyone loves that, but it can make for a more fun story when things are played out so the player is aware, but the character doesn't know that they are being deceived or plotted against. The character may get stabbed in the back, but the player can see it coming.

Some games do deception overtly; Alien is a good example of this. Each character has a hidden agenda, which will change as the scenario develops. That change is usually a complete surprise, and is a tool for the GM to drive interaction. However, the setting is built around paranoia and distrust, and it's open from the start of the game that anyone could have an agenda like Ash or Burke, something at odds to the survival of the group.

In conclusion, I like games were there is an opportunity to deceive, but I prefer it to be open and the table to be aware that it could be happening. I also think the GM needs to be clear at the start that it is character-vs-character, not player-vs-player.

15 August 2025

13 August 2025

#RPGaDay2025 - 13 - Darkness

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Darkness

Hello Darkness, my old friend...

I think that I get the most out of roleplaying games when the struggle to succeed is palpable and you're not sure if you're actually winning. The games I remember most as a player are those when all the way through, I wasn't certain that we could or would succeed. Eternal Lies, the Darkening of Mirkwood, Tales of the Lone Lands, the Dracula Dossier, the multitude of Esoterrorists campaigns I've played in, all of these had little victories along the way, and some setbacks. In all of these cases, I was never certain what was going on and - so many times - the opposition looked almost certain to succeed. And yet somehow, despite the darkness, we prevailed. Those victories all built towards victory, but right to the end of everyone of those campaigns, I had no confidence that we could win.

And sometimes the win was bittersweet. In the Dracula Dossier, my character had to kill another party member who had become a vampire to fight Dracula. In Eternal Lies, we won, but my character was lost, and the other character was permanently scarred by the events. But all the way through - from Mexico City at least - we'd thought that death was likely. 

The darkness makes the victory all the sweeter.

Looking at it from a GM's perspective, it can be a fine line to walk. I try to be a fan of the characters, but that doesn't mean that I won't push them or stretch them. There were a couple of moments in Curse of Strahd which came very close to being a TPK (Total Party Kill). Ironically, the encounters weren't aimed to be like that, but the tactics that the players chose made them do that. Throughout the campaign I struggled to judge whether I was making it feel dangerous enough for them. I knew that once they'd reached mid-levels, that even Strahd himself wasn't likely to be a major threat if they worked together, but the players didn't see it that way. I tried to make them see the darkness in the setting from their interactions, from the way that the townsfolk were cowed and had adjusted to their terrifying and horrific oppression by a feudal lord who would literally eat you alive if you opposed him. I tried to make the moments of success and sanctuary meaningful, light against the darkness.

Failure and adversity against the darkness make the victory all the sweeter.

13 August 2025

Edit - I was doing catch up mode with this and seem to have written a variant post to that in Overcome (which I actually wrote first). However, I think that the theme here is subtly different. The darkness is what you are overcoming, what the struggle is about, rather than the struggle itself. It is the threat, the oblivion, and the price of failure you need to overcome. You don't need darkness to overcome something (for example, a heist based scenario, or a trading based campaign both probably won't have much darkness) but I think that it makes the stakes so much higher.

12 August 2025

RPGaDay2025 - 12 - Path

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Path

There's an element in game design that really turns me off, partly because I've increasingly lost interest in complicated mechanics and minutiae, something that my younger self would have lapped up.

Hang on, you say, but don't you love Traveller?

That's definitely a "Yes, but..." response. Traveller hides its complexity in procedural subsystems, which are mostly pretty logical. The character generation has pretty much everything you need for any character across two pages for each type, in clear step-based tables. Starship design is a menu-based system (you don't have to use formulae for power points and more these days) and there's a variety of spreadsheets out there that make it really easy to do. The task system itself is simple and elegant (although I prefer the more precise way that it was done in MegaTraveller and the DGP Task system for Classic Traveller). There's a clear and simple path through each of these processes.

So what do I mean?

I don't like the legacy of D&D3e with the whole process of feats and paths to create the optimum character. This continues through to the current design. I really don't want to read through lots of lists of things that are usually presented in text blocks with the mechanical impacts hidden away. I tend to skim them or phase out when reading because I find them tedious. Same with bestiaries and spell lists.

I loved the simplicity that Cypher presents itself, both in character generation and the game engine itself.
I am an adjective noun who verbs.
And then you hit pages of details - the paths that characters will develop on - behind all that which just lost my interest. It took me a while to realise that as a GM I could just skim this and hand it over to the players. I ended up doing the same with my D&D5e campaign. The players took this on.

I get lost in the trees and can't see the path through the forest as a result.

And yet I know this kind of detail and options give some people a lot of delight. Several of my friends love to go through this in detail and build their perfect, optimised character. To them, this approach gives a clear path to the character that they want.

Perhaps it's a legacy of my earliest games being Chaosium's BRP-based games and Traveller? They didn't have the same kind of progression. BRP was based on skills through experience and training and Traveller, well, once you generated a character, that was pretty much it for development originally. Their core engines were simple.

And yet, I really enjoyed running D&D5e and I've actively considered using Numenéra for running the Ultraviolet Grasslands.

12 August 2025

09 August 2025

#RPGaDay2025 - 9 - Inspire

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Inspire

When I pick up a roleplaying game and read it, I need it to inspire me if I want to run or play it. When I'm reading a book, I get what I can best describe as the 'GM tingles'. This is usually triggered by something within the game or the scenarios that excites me, meaning I want to explore that situation or idea.

At the moment, I'm reading In Nomine with a view to running it at Furnace. This has been mainly driven by a fantastic experience around the time that the game was originally released when my friend Ric ran a short campaign focused around the Northern Ireland peace process. It allowed us to explore the motivations of angels and devils against a very real backdrop that meant a lot to the GM as he has a heritage from Northern Ireland. I've always wanted to explore this further.

Had I not got this past inspiration, I'd have probably given up on the idea, as I found the first part of the book pretty tedious. The core rules are pretty verbose (but simple), the kind of thing that turns me off. However, I've just hit the part about the motivations of angels and archangels and all of a sudden I'm excited and inspired. There are tensions between them that are begging to be explored. 

I mentioned in yesterday's post about things that I wanted to explore in some Traveller adventures, and it works in similar ways in published materials too. What are the gaps and tensions that call out to be explored?

Similarly, a splat-book with details for everything doesn't inspire me. Give me gaps and conflicts to explore. If you try to sell me your game on page count, I'm probably not your target audience.

What inspires you when you and makes you want to play or run a game?

9 August 2025

The Dying Earth Revivification Folio Cribsheet

A screenshot of the Dying Earth Revivification Folio PDF open in Preview under macOS, which is in dark mode. This is a document with a colourful table ranging from orange to green showing success and failure levels. The document is linked in the following text.

At Furnace last year, I ran Pelgrane Press' Dying Earth roleplaying game, using The Dying Earth Revivification Folio, which is the completely compatible but updated set of rules based on the Skulduggery RPG which was spun out of the original Dying Earth Roleplaying Game that was Pelgrane's launch product. 

As usual, I handled learning a new system by creating a cribsheet for quick reference at the table. Here's a link to it on Google Docs. Feel free to comment with any corrections or improvements.

I would observe that the game captures the feel of Jack Vance's novels really well, but it does mean that the players need to be willing to embrace the whims of fate, much like the protagonists in the novel. Hopefully, that fate will avoid Chun the Unavoidable. However, he is, as the name says, unavoidable. Just don't have a dismal failure...

9 August 2025


08 August 2025

#RPGaDay2025 - 8 - Explore

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Explore

Recently, my forever game Traveller has started to produce some great campaign supplements for exploration, at a completely different scale to what it's done before. Deepnight Revelation is an epic, multi-decade exploration campaign into the unknown to understand an interstellar phenomenon. It's probably the closest Traveller has got to Star Trek in feel since it came out. Rim Expeditions does something similar, but different, allowing you to play Solomani Explorers pushing out towards the rim of the galaxy (or at least our spiral arm). 

What was really different for both of these was that they looked at exploration at a high level, whereas previously Traveller had focused at the macro-level, zoomed in on a planet, or an artefact, or a ship. The way that it was previously done in Shadows or Mission on Mithril was great for getting to the immediacy of a game, but there was not necessarily a long term driver. Perhaps the mini-campaign sets like Tarsus and Arrival Vengeance got closer to this (and the latter is definitely a voyage of discovery across the shattered Imperium), but it wasn't so deliberate. The new approach is a definitely aimed at a multi-year voyage of discover, boldly going into the unknown (or partly known).

However, I've written pretty extensive reviews of Deepnight Revelation and Rim Expeditions, so I don't propose to go back to them. The links will take you to them.  It's worth adding that I've since read the extra six volumes beyond the core box set for Deepnight Revelation and I would consider them essential if I ran the campaign.

There's another aspect to explore when it comes to roleplaying games. Inherently, roleplaying games give you the chance to be someone else and explore their worldview and how someone very different to yourself would react. Yes, it will always be a stretch to really push away from your own world-view, but it's fun to try. Many of the scenarios that I've written have been triggered by the thoughts of 'wouldn't it be interesting to explore that'?

Delta 3 is Down* was written having read the GURPS Traveller Zhodani Aliens Volume, which made me wonder what a Zhodani crew would make of the Imperials if they were forced to interact with them. 

Cold Dark Grave* was partly about exploring a close family business and how the interactions would play out if they found themselves doing something potentially illegal but with the potential to save them from bankruptcy. How far would they go?

Wolves at the Door** was all about playing teenagers and exploring how they would react if their world was threatened by raiders. Could they be Spielberg style heroes? 

The joy of roleplaying games is that they let you try something different, to explore the character you have created and also the situation that you are in. We can do things we couldn't in real life and explore the consequences. I think that's what has kept me roleplaying for forty years; the chance to explore something different from the mundane.

8 August 2025

* Both of these are currently being reworked into Mongoose Traveller second editions with BITS.
** There's also another plan to bring this out with another Traveller publisher.

07 August 2025

#RPGaDay2025 - 7 - Journey

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Journey

You might be relieved to hear that I'm not planning to link to Traveller again today. I did consider discussing Rim Expeditions or Deepnight Revelation, but I think that perhaps there are other prompts coming up where they would fit better...

Journey takes me right to Tolkien. The Hobbit and The Lord of the Rings both have journeys at the heart of their stories, but editions of the various Middle Earth related roleplaying games didn't put them front and centre of the game, and as a result were something less than they could have been. The One Ring makes travel, and the finding of refuges and places of sanctuary outside the wilds, really important and as a result, feels much more like the fiction it seeks to emulate.

Yes, earlier takes on Middle Earth had wonderful mapping and fantastic gazetteers (I'm especially thinking of Iron Crown Enterprises' work here) but somehow it was incidental. 

In The One Ring, travel will bring fatigue, encounters and threats. Outside of the points of light, Middle Earth is a dangerous place, and each members of the party will make rolls to progress safely. One character will take the role of the guide, leading the fellowship on its travels, and using the all important Travel skill. Others will be the Look-Outs, rolling Awareness to keep watch. Scouts will roll Explore to find trails and set up camps. Finally, the Hunters will find food in the wild using the Hunting skill. Not everyone will have to roll every part of the journey; who it is depends on the event that happens.

The path is planned on the hex maps and the distance you travel without an event is determined by the Guide's skill roll. 

Events will affect one of the roles, who will have to use their skill to try and avoid consequences. The Loremaster (GM) is given guidance on the types of event that could happen but it is tailored to the fellowship that is making the journey. Events will typically cause fatigue, but they can also bring dread (through shadow points) or restore hope. You can also be injured. Having pack animals will reduce fatigue along the way. 

It's a mechanistic approach but it works really well and uses a simple procedure to manage the process. 

When we played The Darkening of Mirkwood, journeys across the forest were very dangerous until we helped restore the Dwarven Road, and crossing the mountains even more so. We had one journey across what remains of Angmar where we ended up dumping lots of equipment as we were so fatigued. When we finally emerged into Eriador, we were incredibly relieved. The loss of fatigue really drives tension.

If you fancy a more generic version of this, Cubicle 7 took the mechanics that did for the first edition's D&D 5e line and turned them into a decent book called Uncharted Journeys, which I recommend.

In summary, I love the way that The One Ring has made each journey an important and memorable part of the game, using simple procedures that evoke the feel of the books that the game seeks to emulate.

7th August 2025

06 August 2025

#RPGaDay2025 - 6 - Motive

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Motive

I could make this about Traveller again? Oh, go on then.

Traveller introduced many different things to the roleplaying game sphere, but Adventure 11: Murder on Arcturus Station did something that has seldom been adopted elsewhere. It presented a murder mystery on a lonely mining space station, along with a great selection of non-player characters. all with motives for murdering the victim. Released in 1983, there weren't that many investigative games out there yet, but this adventure dared to go beyond a simple chain of clues.

Instead, it tells you how to build your own murder mystery, allowing you to tailor the challenge to your players. You can have a simple mystery with three suspects, or perhaps all nine if you love complexity. Each suspect has their game statistics, reasons to be involved, known and hidden background, a clear Motive which can be discovered, and then the means. There are options given for how they could kill the victim (a somewhat obnoxious hard-nosed businessman) and also how they could be a suspect. Each has an alibi with reaction modifications depending on which lines of questioning are taken. There's also some final notes of elements that may be useful to the referee.

You can even set up a character as a murderer. This requires some work between the player and the referee before the game begins. There's some guidance on how to handle this (by encouraging the party to split and notes about information being passed around as a norm). The starter for the adventure gives all the characters a reason to dislike the victim (he refuses to pay them for their previous work), so there's some motive there already. 

Mongoose re-released this adventure with a prequel (the job that they don't get paid for) as Mysteries on Arcturus Station. The new prequel is a more traditional investigation, but the second adventure is pretty much the same as the original, except that it gives a way to have a player as the murderer without prior collaboration, which I think would work very well. However, they won't know their motive unless they solve the reason for the murder.

So there you are. A flexible adventure, bundled with Motives.

7 August 2025

The cover of the Classic Traveller Adventure 11: Murder on Arcturus Station. This is a little black book with the usual Traveller logo bisecting it, this time in green.


05 August 2025

#RPGaDay2025 - 5 - Ancient

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Ancient

Another Traveller reference, I'm afraid. 

Traveller's setting makes reference to 'the Ancients', an alien civilisation of great power and technology which wiped itself out some three hundred thousand years earlier. When I came across the game, it resonated with me because of the many Andre Norton books that I'd read prior to discovering roleplaying, particularly the Solar Queen series. In those, there is a similarly lost and mysterious civilisation called 'the Forerunners', which served a served a similar plot purpose. I've no doubt that this was an influence on the game.

That sense of mystery and wonder was also there in one of my favourite books, "Rendezvous with Rama", by Sir Arthur C. Clarke, which has a crew exploring an ancient alien vessel which was passing through the solar system. Alastair Reynolds also did this really well with his Revelation Space series, although opening the mystery box results in dire consequences for humanity.

Babylon 5 also had a similar theme with ancient civilisations with an ongoing war.

My heretical thought on the Ancients in Traveller is that they lose some of the reason that they fascinate once you know the story. Discovering the answer to the mystery makes it mundane. That's the paradox; we want to know, but when we find out, the magic goes away.

5 August 2025

04 August 2025

#RPGaDay2025 - 4 - Message

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Message. I've answered this previously in the 2020 RPGaDay.

I'll do something different this time. My forever game, Traveller, had a message on the box set front cover which still resonates with me today.

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...

It still sends a shiver down my spine when I read it, as the message sits there, pregnant with potential for adventure.

Much later, GURPS Traveller did a lovely thing with it's advertising campaign which went something like 

Hang in there Beowulf... Help is on the way...

That was a clever play on things at the time as Traveller was between publishers, and the GURPS edition reverted back to the classic / golden era before the Imperium is shattered by the second civil war as described in MegaTraveller.

That's my favourite gaming message.

The cover from the deluxe box set of Traveller with the iconic Beowulf message in white: "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 box is black, bisected with a red line and text "Traveller". This has a white subtitle "Science Fiction Adventure in the Far Future". The bottom of the box has "Game Designer's Workshop" in red.





03 August 2025

Books in July 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 July 2025 Reads". The books are all described in the following text.

July was a quiet month for reading for me. Lots going on with work and some time spent on writing projects that nearly made me miss my ' read every day' objective.

I read five books, for a total of 1,788 pages. That brings me to 70 books and 17,627 pages for the year. This month I read two non-fiction books, one roleplaying book and two novels.

The non-fiction books were The CIA Book Club by Charlie English and Liftoff by Eric Berger. The former was a fascinating tale of how the CIA funded and helped organise the sharing and sale of literature that was banned in the communist block. The story is focused on Poland, explaining how vital the sharing of literature and ideas was to Solidarity's success. 

Liftoff was a gripping tale of how SpaceX transitioned into becoming the leading provider of rocket launches. It was gripping, tense, and reminded me of why I respected Musk's drive (although I really dislike his management approach and values) and the achievements that were made. Unfortunately, that's all tainted by his foray into politics. However, this book captures the feel of a start-up business really well.

The roleplaying book was Tales of the Old West, which is the first historical take on a Western based roleplaying game. It uses Fria Ligan's Year Zero Engine and is really nicely written. I hope to run this at Furnace in October. Having run and played YZE games before, this looks like a great one.

I revisited the past this month with Mary Stewart's The Crystal Cave. This is her Romano-British Arthurian Merlin trilogy's first book. It has a special place in my heart as my Grandmother introduced me to it and I have read it multiple times. This was a return after more than a decade, and it was as wonderful as ever. I recommend this series if you fancy something Arthurian but a bit different. The series definitely influenced the way that I ran the Pendragon roleplaying game in the past.

Finally, I read Paul Vidich's The Poet's Game, a modern day spy story set mostly in Russia and the US. A former spy finds that he cannot escape his past as he's asked to help make contact with a former asset by the CIA. I found this a bit of a page turner, and look forward to the next book from the author.

I'm on holiday in August so the reading rate may accelerate again.

3 August 2025

#RPGaDay2025 - 3 - Tavern

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Tavern.

Tavern's don't immediately spring to mind when I think of gaming, but I do have to admit that my recent foray into Bree and The Prancing Pony during LongCon was a delight (but real ale lovers should also check out The Lamplighter Inn at Straddle, which had a much more relaxed feel). The gaming purpose that they've traditionally served was covered by Patrons for me. The venue didn't matter, and if I needed one quickly then there was always 101 Rendezvous to find somewhere to meet. 

The Tavern that I associate with gaming is the Gaming Tavern. This is an old-style Bulletin Board Forum that's mostly focused on roleplaying games but with space to discuss most things. It's lightly moderated (I'm part of that group now) and tends to be slower than the conversation in spaces like Bluesky and Mastodon. Mostly, I prefer it to the more social media as I can engage with it at my own pace and I never get that anxiety that I'm missing stuff when I get behind on my feed. Then again, I prefer blogs to YouTube videos so perhaps it's just a generation thing.

The saddest thing was when we had to close to new memberships because of the UK Online Safety Act. That requires age verification to be carried out but didn't put in place anything to do this pragmatically. If you're running a free service, then it's not easy to make that viable. We do still admit new folks, but generally that's because we've met them at conventions and have verified the individual's age. 

Anyway, that's my favourite Tavern.

02 August 2025

#RPGaDay2025 - 2 - Prompt

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again. Here's a link to the blog post with the current year's prompts.

Today's prompt is Prompt.

Well, first of all, you'll have to forgive me if not all my posts during RPGaDay2025 are prompt. Sometimes they need a little thought, sometimes real life will get in the way of them.

There's a thing in the OSR (and in that, I'd include early editions of Traveller) where a random table is suggested for encounters, events and more. I've only ever really used these for encounters (typically because they're there in a scenario, in D&D or early SF adventures like Mission on Mithril or Shadows) but I do like a good book of them because they're wonderful idea seeds for a GM. Reading through them gives prompts to your brain on how you could flavour or pitch an adventure.

Any of Sine Nomine's 'Without Number' books are great for this (and they have free versions), and there's other great material out there like Cubicle 7's Uncharted Journeys or Mythmere's Tome of Adventure Design. I have far too many of these books, and mostly they sit there, pregnant with potential for adventure. But when something emerges from them, it's wonderful.

These kind of books and lists are fantastic prompts for the mind. Anyone got any recommendations for others?

2 August 2025

01 August 2025

#RPGaDay2025 - 1 - Patron

A picture of a bookshelf with the #RPGaDay2025 prompts shown on the spine of books. There's also a crystal ball and a bottle there. Full details here: https://www.autocratik.com/2025/07/announcing-rpgaday2025-in-august.html

It's RPGaDay season again, so I'll give it a go. Here's a link to the blog post with the current year's prompts.

Today's prompt is Patron.

The cover for 'Supplement 6 - 76 Patrons'. This is a small black book. The Traveller logo bisects it in yellow with 'Science Fiction Adventure in the Far Future' in white below it. At the top edge, a yellow band has the words 'For Referees' and at the bottom a similar band has the words 'Game Designer's Workshop'.


In many ways, this is an easy one to talk about, as the word 'Patron' in a roleplaying game context immediate takes me to my forever game, Traveller. I long loved the utility of the Classic Traveller supplement, 76 Patrons. This is a fantastic collection of short plot hooks with a variety of options for resolution that could easily fill in a full play session. I guess that they'd be referred to as adventure seeds or hooks these days. When I was running a sandbox style merchant campaign in the Spinward Marches (broadly influenced by Twilight's Peak and others), I'd regularly go to this book and JTAS (The Journal of the Traveller's Aid Society) for ideas to slide in around the main plot, and it was rare that they ever let me down as a source of ideas. 

Each Patron encounter was defined by a role for the Patron, the Required Skills & Equipment, and then had two short paragraphs giving Player's Information and Referee's Information. The latter was a selection of options on what was going on, numbered against the roll of a six-sided dice. There weren't always six options, but you always had an option to randomise.


The cover of the BITS book '101 Patrons' for the Traveller RPG. The main image shows a scout ship over a planet with a shadowy figure looming against the stars, symbolising the patron behind the scout ship's mission.

Skipping forward, I was proud to coordinate the book 101 Patrons for BITS. This was initially designed to replace 101 Plots, but it grew legs. It has a lovely cover by Jesse DeGraff (RIP), and some fantastic guidance on using the 4Ps (Plots, People, Places and Props) when working out a scenario, followed by some lovely work on the 36 dramatic situations (by Andy Slack if I recall correctly). This is followed by 48 Patrons in the same format as 76 Patrons along with 27 situations (again in the same format but not necessarily directly linked to a patron), 6 elaborations and a huge number of 'starport chatter' and 'world seed' entries. It's a really useful book for a Referee, particularly if you're in a hurry. In fact, the whole 101 line takes this approach.


I don't get any benefit if you do pick a copy up, but you'll definitely have a useful aid for running a science fiction game!

1 August 2025

31 July 2025

LongCon 2025 After Action Report - The One Ring (spoiler section marked)

LongCon 2025 - The One Ring rules lie on a character sheet for Hallas the Ranger. There is a 3D-printed One Ring dice tray with One Ring dice in it, a Middle Earth All Rolled up and a miniature of the character.

I spent the first weekend of July in Sheffield at the Garrison Hotel, at the second of the relaunched LongCon conventions. Last year I had a fabulous weekend running a group through the whole of the Stormbringer Stealer of Souls & Black Sword campaigns using Tripod as the engine, which I wrote about here and here

I was pondering what to run this year when my friend and fellow organiser Graham pitched The One Ring. And like that, I decided that I wanted to play. What could be better than a weekend exploring Middle Earth?

This year's event preparation went more easily than the previous years (we failed to take off in 2023, and 2024 was all about getting the systems in place), and we saw more players and interest. At the heart of the organisation are three Google Forms. One manages registration for the convention, the second manages game pitches from GMs and the final form manages game preferences from players. Unlike the other conventions we run (which are all based around three to four hour slots), LongCon focuses on the same group of players playing through an extended campaign over the weekend. Because of this, we allow GMs to preallocate some spaces to players they know, but we also have a semi-random preference based game allocation. 

Once I'd built the sheets, Graham managed most of the rest of the admin, especially the preferences. That was pretty impressive, as he was also preparing a campaign for the weekend too! I did do some more traditional pin badges as souvenirs for people, and also helped source some light-breaking curtains and portable rods that we could use to fit them. We needed the latter because the Garrison has refurbished the space we use and has removed the heavy curtains that were a nightmare to clean for them. As a result, we'd been taping baking paper to the windows to diffuse the sunlight, so a more practical solution was needed, which we've now tested ready for Furnace.

There was a bit of a comedy moment when I asked Graham 'the question' and he wasn't sure. Nothing about getting married, but rather whether we'd remembered to book rooms for the night at the hotel. It was a good thing I did, as this was the first time that he really wasn't sure! Referring to it as 'the question' comes from years of either Elaine or I asking for various Garricons!

Graham hosted a session zero for the campaign which I nearly missed because I'd managed to mute the channel we were using for Discord, but he nudged me and I arrived a little flustered. He'd set this up using Role, a VTT that I still pay for but haven't used recently. However, it reminded me just how great it is on the AV side. I will use it again if I run something lighter.

LongCon 2025 - my character, Hallas the Ranger, as a miniature standing on the core rulebook for The One Ring.

We introduced ourselves, and my character, a Ranger of the North Captain called Hallas, was created. Graham had decided to run the Lone Lands campaign for the weekend, which was a great call, especially as I haven't read the book for that yet. There were initially six of us, but two had to drop out nearer the event. I especially missed Dr Mitch, who ran the extended The Darkening of Mirkwood campaign for us using the first edition of The One Ring, still one of the standout campaigns that I have played. It would have been lovely to play alongside him again. 

Aside from myself, my fellow players were Simon (who played in my Achtung! Cthulhu campaign) and Kari and Alex (a couple who I'd never met who were delightful company). Simon created an Elven Scholar called Ithildir, Kari had a Hobbit Messenger from the Shire called Bell Bunce, and Alex had a Dwarf Champion from the Blue Mountains, call Ginar. So we could definitely do a joke around 'A Man, an Elf, a Dwarf and a Hobbit walked into a bar...' which we actually achieved twice in Bree. 

I was surprised and very grateful when Alex offered to 3D print us each a One Ring dice tray, which I used all the way through the weekend! It looked fantastic.

We'd agreed to kick off at 0930 on Saturday; it took 20 minutes for us to set up, and then we were away. 

The next section contains spoilers for the Lone Lands campaign.

30 July 2025

Traveller - The Jägermeister Adventure - Ep 5 - Firefight at Bay I (Spoilers, AI)

 The Assured Couriers logo. A red filled circle with a yellow outline semi-circle at the top, and a yellow filled triangle on the bottom half, outlined with a black line.

We returned to the The Jägermeister Adventure this week and, once again, there were no technical difficulties either with Roll20 or the recording process for tabletoprecorder.com. However, Andy playing Graham's character did confuse the AI somewhat. The session length was once again around two hours.

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 session where it was all coming to a head. The characters had been hot on the tail of Edric Voss but had just been missing him. I'd worked through Plan B and was ready to let them catch him if they played their cards right, which was quiet a deviation from the core plot as the scenario is written as it assumes that Voss remains in charge of the nefarious conspiracy that underpins the campaign.

That said, I hadn't imagined that the players would be quite so direct. So we ended up with a gunfight in a starship bay. For once, they managed to avoid the downside of the sage advice to never bring a snub pistol to a starship laser fight, but more by luck than happenstance.

Plan B, ultimately, was more simple. The bounty for Voss was for the return of him and the information that he stole. They only managed to secure half the prize this time.

This was also the first session that we played a player down. We'd discussed the August and September period and realised that with holidays it was unlikely that we'd get a full roster, so we unanimously agreed that we would carry on if there was only one player missing. Graham couldn't make this session as he was only holiday. 

The Tabletop Recorder AI got confused when Andy said: Okay. So normally I am Gilbert Chang, ship's engineer. But for this session, I will be Saul Emzer, bounty hunter. Yes. The only one who's actually got a legitimate license to do this stuff.

This rolled through to the summary as:

Brief: Gilbert Chang assumed the role of Saul Emser, a licensed bounty hunter, as they prepared their ship and discussed the mission's logistics. 

Moderate: In a vivid and strategic session, the crew, under the calculated leadership of Gilbert Chang who was assuming the identity of Saul Emser, delved into a tense operation in the cluttered space lanes and bustling ports of Bay. 

Detailed: In the heart of their galactic adventures, the crew found themselves engaged in a strategic conversation, marking plans while attempting to remain incognito. Gilbert Chang, usually the ship's engineer, would this session assume the role of Saul Emser, a licensed bounty hunter. As they prepared for their operation in Bay, they delved into the logistics of refueling their ship and discussed their approach towards a clandestinely positioned bounty.

At the moment, I'm still finding more benefit from having the capability to process a transcript (but I could already do that directly with Audio Hijack itself) than I am from the summaries. The tone and summaries still aren't where I'd like them to be. As usual, I'll do a nutshell summary at the end.

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

The team had established the Edric Voss was likely aboard or about to board the Hirondelle, a Free Trader which had moved its departure to Minerva through to that very night. Their previous legwork had established that it was unlikely that Voss and his crew were actually going to Minerva. Valkos was a more likely target as they felt that Voss wanted to collect something from a facility there, located somewhere near the ruined city of Naggeth.

As they prepared for their operation in Bay I, the team delved into the logistics of refueling their ship and discussed their approach towards a clandestinely positioned bounty. The debate bounced between tactics, with the group opting for a low-profile strategy inside their assigned boundary, contemplating a direct line to their destination. They planned to leave Gilbert with the ship for necessary preparations, while others embarked on the mission. Critically, although they had enough fuel to fly, they needed to take on water and crack it into hydrogen fuel to be able to make an interstellar jump.

Equipping themselves was crucial, as they intended to be ready if the situation escalated into combat. The team parsed through the technicalities of the spaceport layout and the facilities available for their mission near Bay I. They considered the drop points from the air/raft, especially focusing on nearby tree cover ideal for their hideout. 

The discussion then turned towards the ship's capabilities, emphasizing their necessity to refuel at Valkos using unrefined fuel from a risky source if they had to pursue Voss there. As Valkos was a Red Zone and interdicted following Nuclear, Chemical and Biological exchanges, they'd prefer not to have to go there. In fact, it was illegal to visit the planet. 

Discussion continued over the weaponry suitable for their mission, considering the local law levels which restricted weapon types. Saul Emzer was equipped with an array of guns from stunner to military-grade weapons, hidden beneath his trench coat for quick access in emergencies. The crew also talked about their roles during the operation, highlighting who would be the best at flying the air raft and who would provide backup.

As they moved on to the execution phase of their plan, they found themselves navigating challenges with their air/raft, struggling to remain stealth while encountering failed rolls that risked their covert status. The crew's dynamic was tested as they coordinated their efforts to align with their mission objectives, ensuring they were all equipped and ready for whatever awaited them at bay. Ultimately, the team positioned themselves strategically, ready to strike or adapt depending on how the situation unfolded, emphasising the importance of preparedness, cooperation, and timing in the unforgiving expanses of space. In this segment of their spacefaring journey, the crew faced a conflict fuelled by quick decisions and tactical manoeuvres. 

Their immediate focus was on a risky operation to capture Voss, as they engaged in a shootout and attempted to manoeuvre their air/raft to avoid starship gun laser turret fire. Saul Emzer, and his team chose to distract and disorient their enemies with gunfire, not expecting much as their foes were experienced ex-military who knew how to find cover. In the heat of this skirmish, they planned to drive their air raft close enough to ram Voss and bring him aboard. 

Saul, trusting his reactions, tried to implement this plan despite potential consequences to the ship. As Saul managed to approach Voss, he and the crew attempted to subdue him by utilizing stunners — although Saul juggled with the idea of a more lethal approach using a snub pistol if necessary.

Confidently, they planned to drag Voss onto the air/raft and escape, considering potential retaliatory fire from the turret and the ship’s crew who were wearing armour. During this fray, Gilbert or "Gil" contacting additional help to apprehend Voss, playing off the chaos as part of their operation. Aoife Scarlock, another Bounty Hunter, had arrived in the Headhunter, and she was misdirected to pursue the Hirondelle as it lifted, telling her that Voss was onboard. The starships exchanged fire as they climbed into the sky.

The team’s effort culminated in a messy but successful extraction, with the Port Authorities closing in on the Bay as they escaped with Voss in the air/raft which had been peppered with automatic fire. Fortunately, the ship's laser had missed it, and instead shot some of the defenders. The spectacular blast had alerted the emergency services that something was going on. 

The crew discussed and strategised their next moves, considering the implications of their actions and the necessity to deal with injuries and potential repercussions. Ultimately, they pondered the financial and logistical aspects of their mission. 

They contemplated the bounty and how to secure it, discussing whether to deposit Voss in cryogenic sleep in a low berth or place him in a brig, and how to ensure their own safety and operational integrity post-mission. Ultimately they decided that he was too slippery a character and freezing him made more sense.

We left our heroes in their port bay, contemplating whether they needed to pursue the Hirondelle as it probably had the information that they needed onboard, and also scheming about how to play the innocent with Scarlock, should she return empty-handed. Perhaps they could be away before they had that confrontation.

In summary: The crew had established that Voss had likely assembled a squad of Valkosi Souther Veterans, with the intent to carry out some kind of revenge act, by retrieving something located on Valkos close to the city of Naggeth. It looked like they planned to ship out tonight on the trader Hirondelle, which had a recorded destination of Minerva, but had brought departure forward a few days.

They decided that Gil would prepare and fuel the ship (which would take quite some time as they needed to process the fuel that was available), while the rest of the team went to grab Voss. Although they planned to use stunners (which were legal on the world), they did have the gun box in the air/raft that had more lethal options. They planned a sneak extraction.

As they approached in the falling darkness, they managed to spot Voss on the bay, so made in impulsive decision to land the air/raft between him and the Hirondelle - which was clearly planning to lift - and to grab him. They landed, and immediately got into a firefight with several veterans who were armed with SMGs. Fortunately, the structure of the air/raft protected them enough to avoid serious harm. 

Voss was stunned and down (but moving) and Pen and Saul dived out of the air/raft to grab him. As they did this, the ship turret started to power up and a man and a woman on the starship in armour started to threaten the team with Voss. Arturo opened up with Saul's ACR, across the inside of the air/raft and the enemy ducked into cover. Voss told them to leave him, and to carry out the plan, they knew what to do. The woman agreed. The beam laser turret fired, narrowly missing the air/raft but hitting the veteran grouping. 

The Hirondelle lifted, leaving Voss in the crew's hands, and they evacuated the area quickly and stealthily because the emergency services were arriving outside the bay. Somehow they weren't seen. Meanwhile, Gil vectored the Headhunter with the rival bounty hunter Aoife Scarlock onboard after the Hirondelle saying Voss had taken most of their team out and was on board the ship. A ship-to-ship engagement followed.

Onboard the ship, injuries (Arturo) were resolved and a decision was taken to freeze Voss in the low berth. They realised they only had half the bounty, but that was still 50% better than before. They needed the information which was probably aboard the Hirondelle. Decisions were needed. What do they say to Scarlock when she comes back and finds out the Jägermeister crew are alive? Do they pursue to Valkos? And what do they say to the Bulari Down authorities if they come knocking?

30 July 2025