21 June 2025
Eternal Lies - Saving the world at a cost (Significant Spoilers in final part)
18 June 2025
Traveller - The Jägermeister Adventure - Ep 2 - Hunting around Star Town! (Spoilers, AI)
Last night we had the second play session of the Jägermeister Adventure, a short bounty hunter campaign for Traveller from Moon Toad Publishing. I was away with work, but planned to run from my hotel room. Unfortunately, there were complications.
Characters.
Session notes.
Summary of the Session (lightly edited AI synthesis of the transcript).
In the fervor of their second session, our intrepid adventurers delved deeper into the complex quandary surrounding Edric Voss, a scheming fugitive whose plots led them on a chase across the galaxy. The Grand Library of Kahn, wronged by Voss's theft, employed the party to track him down, leading them to the bustling hubs of Ikeran in the mysterious byways of Star Town.The clues were convoluted, with Voss's movements cryptic, picking up various items – potentially as decoys or essential to his unknown endeavors. A suspect was marked to have assisted Voss, inciting desires of revenge and legality among the party, though concrete actions on this front were still pending. Utilizing advanced disguise drugs, Voss had manipulated his appearance, complicating the pursuit further. Only through skilled medical analysis, provided by the expedition's resourceful medic (Pen), the group ascertained the nature of these cosmetic subterfuges, though their results remained uncertain and impermanent.
Amidst technical surveillance strategizing and considering various pathways, the team contemplated the implications of Voss's choices of transport—was it the liner he arrived on - The Angel of Kahn - or the Free Trader he'd bought the ticket for that he planned to exit with. Debates unfolded on whether to intercept the fugitive at his alleged hotel hideout or at the spaceport, musing over the potentiality of him misleading them with false leads. What they did know was that the liner was leaving that evening, and the Free Trader in two days time.
Finesse and strategy filled their planning, considering the interactions with legal authorities, the use of deception or coercion with the liner's captain, and even the extreme measure of a bomb threat to delay departures. The risk of confronting an altered Voss and the implications of his potential destinations – possibly hinting at his allegiances or intentions – peppered their discourse.
Real-time decisions took on urgency as their quarry's departure loomed imminent. The crew struggled against time and bureaucracy, wrestling with the options of false alarms to delay the liner, negotiating under pretenses of greater security, and deciding on the lawful path to follow depending on intergalactic jurisdictions and ethical margins.
Each step offered a myriad of possibilities, with the stakes high and the pathways muddled with legalese and the pressure of fleeting time. In the end, the resolution remained uncertain, their moves shaping future encounters and potentially steering the fate of the pursuit. With cautious optimism and a readiness to adapt, the party closed another chapter of their galactic odyssey, ready to face the unfolding cosmos with resilience and keen wit.
In a bustling session filled with strategic manoeuvring and technical huddles, our valiant adventurers continue their relentless pursuit of the elusive Edric Voss. The party, divided in their tasks, finds themselves entangled in a mix of virtual and physical hurdles.
As the session recommenced after changing to Discord, the Referee sets the scene with Pen, a diligent member of the crew, racing on an e-scooter along the starport as the massive liner, The Angel of Kahn, soars into the boundless skies, leaving a sonic boom in its wake. The rest of the team, stationed around the town, decides to scrutinize a hotel where Voss was suspected to have stayed.
Upon convincing the nervous hotel clerk and obtaining a key card inadvertently dropped, the group makes their way stealthily to the suspected room. They discover telltale signs of rapid and strategic use of the space - a used disguise kit and hair dye in the sink, but no personal belongings indicating a hasty exit. The window lock unscrewed suggests Voss might have slipped out unnoticed.
Determined, the adventurers comb through the room but find no additional evidence of Voss’s whereabouts or intentions. The discovery that the window had been tampered to allow an inconspicuous escape aligns with their theory that Voss has potentially shifted his disguise and location. Their investigation at the hotel concludes with suspicions but no concrete results about Voss’s current whereabouts.
The session transitions to discussing the necessity of tailing Voss’s next anticipated move, possibly involving heading towards Bulari, the Angel of Kahn's next stop, before he can further obfuscate his trail. The realization dawns that these minor clues pile up to a broader picture of a cunning adversary continually staying a few steps ahead.
Ending due to uncertain connectivity and plans to regroup, the players coordinate their next meeting, hopeful that refreshed strategies and improved logistics will aid them in their galactic chase in the next session. The adventure’s complexity thickens, woven with the threads of urgency and the elusive nature of their quarry, leaving our heroes poised on the brink of pivotal decisions.
11 June 2025
Traveller - The Jägermeister Adventure - Ep1 - Chasing the Librarian (Spoilers, AI)
Characters.
Session notes.
Summary of the Session (lightly edited AI synthesis of the transcript).
Deep within the cosmic tendrils of the Ikeran system, aboard the Jägermeister, our band of spacefarers prepped for the unknown. Gil, a man whose youth among the stars birthed a habit of meticulous precaution, roamed the vessel's corridors, checklist in hand, ensuring every bolt, panel, and system was locked, loaded, and logged. His method, the Point-and-Call system, might have grated on his crewmates' nerves, but efficiency was a sacrifice none could afford to scorn.01 June 2025
Books in May 2025
May saw me read less books than the previous month, but as I was deep in administration for the North Star convention for the first two weeks on the month, I think that wasn't unexpected. I did manage to read 10 books and 2,003 pages, which brings the year-to-date figures to 57 books and 13,075 pages. That means I've hit the target for the year (52 books, one a week) which I expected to as it was set as a baseline.
I read four roleplaying related books, three novels, a short story and two non-fiction books.
The roleplaying books were a re-read of Deepnight Legacy for Traveller in preparation for running it at North Star, and then the Solemn Vale roleplaying game line (the Wyrd Abacus engine). I covered the main Solemn Vale book in a first impressions post here, and then followed that up with Tales from the Wyrd (a collection of adventures set in Solemn Vale, which seemed very useful) and Summer of Strange. The latter is set in the USA in the 1980s, and is a blend of the young adult based genre that was popular in films at the time. It's set in small town America, and the players will take the characters of young adults (17 to early 20s) who encounter strange and horrifying things. Eventually, the town is doomed by some kind of event (three examples are given) and the only chance of stopping it is the actions of the players. Nasty things can and will happen. Overall, I prefer Solemn Vale to the Summer of Strange, but they're both very good.
The non-fiction were both audiobooks. First up was Autocracy, Inc. by Anne Applebaum. This was a (quite depressing) look at the rise of autocracies and oligarchs across the world, and how democracies are failing to react to prevent themselves being vulnerable to them. The second was How Democracies Die by Daniel Ziblatt and Steven Levitsky. This was written in the shadow of Trump's first presidency and discussed how democratic norms could be dismantled in the USA, especially as many of them are unwritten conventions rather than codified in law or the constitution. It's scary to see much of what these books warned against happening now.
The fiction books started with the second of Christopher Fowler's Bryant and May mysteries, The Water Room. This is a slow-paced and fascinating investigation into the murder of a woman who appears to have drowned in a dry room. I enjoyed how this twisted and turned.
I followed this with A Spy at War, by Charles Beaumont. This was a sequel to A Spy Alone which I read back in September. Both of these novels are dealing with the influence of Russia on the UK government and institutions. This novel is a sequel and is mostly set in Ukraine during the current war. Overall, I enjoyed this and will keep an eye out for any more books by the author.
Mickey7, by Edward Ashton, was the final novel that I read. This has recently been turned into a film, but I'd had the novel in the to-read digital stack for a while. It's a slightly darkly-humorous story of a man (Mickey) who has volunteered to join a colony expedition as the 'expendable'. This means that they have scanned his brain and memories and can create a new clone-body when he dies. Hence Mickey7. We're seeing the story from the perspective of the seventh iteration of Mickey, as the colony struggles to survive at its new home. There are also tensions, as the religious beliefs of some of the crew and the captain are that this technology is an abomination and that Mickey is a soulless monster. The pages turned easily in this, and I've just started the sequel.
Finally, I read one short story, Human Resources, by Adrian Tchaikovsky. This is set in the same world as Service Model, albeit slightly earlier. The protagonist is a Human Resources officer in a company that has shed most of its workforce because of the use of near sentient robots. It's a creepy view of the slide towards the collapse of society as the character knows it.
Overall, a good month. I'd probably rate The Water Room as the best of the fiction (Mickey7 came close) and How Democracies Die as the best of the non-fiction (if only because it taught me a lot about how the US governs itself).
1 June 2025
26 May 2025
The Jägermeister Adventure begins... (Traveller)
“The Dungeon Master meticulously tested the recording setup for the upcoming Jaegermeister Adventure, making sure all technical aspects were ready for the session. With everything operational, they surveyed the extensive display of maps and character sheets, strategizing how to guide the unfolding narrative and create a challenging yet engaging scenario for the players.”
24 May 2025
First Impressions - Solemn Vale (Folk Horror RPG)
TL;DR: I'm impressed with Solemn Vale. It has a light and effective game engine linked to a layered and complex sandbox that perfectly evokes that 1970s British Folk Horror vibe. The setting lends itself well to exploring stories within that space, across a number of different themes, and the example scenarios are good examples of how to hit those different notes.
First Impressions - Dungeon Scrawl (simple VTT dungeon mapper)
20 May 2025
Coping with the Blurring within Game Engines
I've had a lot of fun over the last few years playing both 2d20 engined games from Modiphius, and Year Zero Engine (YZE) games from Fria Ligan. However, this does present a challenge. I find that the more of the games that I've played, the more confusing I find them (especially if I am playing they in close proximity). This is particularly bad with 2d20.
I find that the problem is that the core of the game remains the same (roll 2d20 under an attribute and skill, build & spend momentum or roll a pool of D6s looking for at least a single '6' for success) but all the parts around it have been heavily tweaked to tailor the game to the setting in use. You can have similar mechanics in different versions of the same system that are driven by different meta currencies which are called different things and work in subtly different ways.
I know that this isn't just my issue; I've had the same conversation at conventions with folks, most recently during John Carter of Mars (2d20) at North Star. The YZE game I played at the same convention - The Electric State - was less of an challenge, as the mechanics were very stripped back.
I've reached the point that I'm actively ignoring any new 2d20 games that come out because I just don't want to deal with this blurring of mechanics between systems. I suspect that the copy of Cohors Cthulhu which is due to march into my house sometime this year may just be sold on unplayed.
I think that there could be a simple solution; one that could easily be done by the publishers or the fan community. Both of these engines have SRDs (system reference documents). I'd find a simple one page overview of how each of the games differs from that SRD really useful. It doesn't have to detail all the mechanics, just the key changes. That would make it a lot easier as a player and as a GM who needs to guide players through the differences in the game they're running.
Anyone else think this is a good idea? How do you cope with playing multiple variants of the same system?
20 May 2025
Postscript
As I took the picture that heads this post, I realised that I've quietly got rid of a lot of my 2d20, whereas I still have all YZE games I've ever bought. The only 2d20 game I'm missing above is Conan (which is in the to-sell pile, to be replaced by Barbarians of Lemuria). I've sold off Homeworld, Achtung! Cthulhu, the first edition of Star Trek Adventures (twice) and John Carter of Mars. I actually have more YZE games, but they aren't as quickly accessible; Vaesen, Coriolis, Things from the Flood, Twilight 2000, MYZ: Mechatron and Forbidden Lands. It looks like I've subconsciously made that decision between the two engines. Strange, as I do like the way that 2d20 plays.
18 May 2025
North Star 8 (2025) - After Action Report
As ever, the first thing I'm going to say here is that I'm one of the organisers of this convention, so my opinions are going to be biased. However, once I get there, I'm playing or running games in every slot like the rest of the people attending. I just get to do other things around the day!
North Star is our annual roleplaying game convention focused on science-fiction games. This was the ninth convention, and the seventh face-to-face, as two of the conventions ended up being online during the COVID-19 lockdowns. It has a special place in my heart, as it is something that Graham and I conceived of after attending one of the TravCons. Initially, we were looking at a northern Traveller based convention, but there wasn't an appetite from BITS, so we decided to do a more general science fiction based convention, which has proved popular. This ranges from science fantasy like John Carter of Mars, through to horror (form example Delta Green) through classics like Traveller and Cyberpunk, and on to post-Singularity based games.
PREPARATION
We started planning for North Star straight after the last convention in 2024. As a convention, sits in the middle of attendance levels between Furnace and Revelation. We had 52 sign ups this year, up six on the previous year. However, we continued to see the challenge that we've had with very late decisions to attend and respond to things like game pre-booking. That can be pretty challenging; we have four different channels we use for communications; the email address people provide when signing up, and then the Discord Server, the Facebook Group, and the Gaming Tavern. All key updates get sent out across all channels. However, some folks we only realised weren't coming because they didn't reply to anything. That makes things very difficult when doing game allocations.
Of course, we always assume that we'll get some drop outs, usually around 10%. That's real life. People get sick, family events happen and life intervenes. If we know this, it's manageable. Throughout the process, we're trying to balance number of seats at gaming tables offered (ie the GM + players) against the number of attendees in that slot during the convention. I say in that slot, because one of the changes we've seen increasingly is that some slots (for example, Saturday night) get less player demand. We now ask a question during sign-up to try and manage this. I try not to have GMs preparing for games that won't run.
If a player drops out, it's usually simple to address, provided it doesn't take us below three players in a game. When that happens, we initially check if the GM is happy to run with two people. If they are, we then check if the players are happy to play with two players. If anyone says 'no', then we're trying to find all three of the people involved spaces in another game.
If a GM drops out, it's more challenging. We do have some people who will act as reserve GMs or offer to run twice, but the numbers involved and complexity jumps in getting people into another game. We used not to care so much about this; I'd bring a big bag of board games, and the sign up was a free-for-all at boards (well, this was Furnace's original method). If you didn't get into a game, there was space to play and enjoy yourself. However, this also meant people didn't get into games they wanted to, hence we moved to pre-booking, which Elaine championed (despite the extra work), something that North Star adopted from the start.
During the preparation, we all have different tasks. Hattie (who joined the team a couple of years ago) is preparing marketing material to pitch the convention, I'm doing the forms for registration and managing games, and Graham is handling most of the comms and the liaison with the hotel. It generally works smoothly.
Hattie did a fantastic job with the new marketing material and finding alternative spaces. It was nice to have some variety, and to try new channels for people to find the convention. We haven't asked people how they found us in the registration process, so we don't know how effective it was, but the numbers were up, which helped. It was a real shame that she couldn't attend as she had to be in the USA with work the week of the convention.
The numbers meant we opened up a second space in the bowels of the hotel (the main space handles around 38 easily, and can go to 45 at a push), which meant we ended up with a feeling of space on the Upper Jailhouse and the alternative area. That's great, because it means that noise from other games doesn't tend to impact the adjacent tables.
The fortnight before North Star was pretty crazy for me; working had moved some reporting periods forward, so it was pretty full on. At the same time I was juggling preparing two Traveller scenarios to run and trying to finalise the game allocation. I think I had to redo it three times in the last week. I took Friday off and dedicated to preparation. Fortunately, I'd bought extra paper 'just in case' as I ran out (it's either that or toner usually) while printing the badges for attendees. The main annoyance was that I couldn't find my 'stationary bag', the Furnace con bag with my dice and lots of different goodies from All Rolled Up and others.
I finally finished all the prep after midnight; not what I planned, but the various changes and work had put my on a back foot. However, I felt ready to run and I knew that the material for the convention was ready, and that Graham had checked the venue the night before so that we had minimal effort to do in the morning.
SLOT 1 - THE ELECTRIC STATE - INTO THE BLACKWELT
I arrived early enough that it wasn't a problem, and immediately found out that another player had dropped out due to illness. That pushed three games below two players, so there was some shenanigans that went on past the opening speech while I made sure everyone had something to play in.
The strangest part of the preparation on the day is standing on a chair taping baking paper to the window. When the hotel refurbished, the hotel got rid of the curtains upstairs, and sometimes the sun will come in quite strongly. We have improved with baking paper to let light through but take the brightness and heat down. By Furnace this year we should have some proper coverings sorted.
Badges, X-Cards, signs and everything was out, and we were off, with Graham opening the event with his well-trained patter.
My first game was Robin's The Electric State, which I was really looking forward to. I've read the Simon Stålenhag artbook that it's based upon, and have the roleplaying game. However, I'd not had a chance to read or run it, so this was an opportunity to explore the game and the setting. I played a Nevadan Veteran of the War that tore the United States apart. We were a group of misfits with past history who didn't really know each other, but were on a road trip to try to get out of Pacifica to Tonopah, Nevada. Each of us had troubles that were pursuing us, and the journey became an exploration of our back histories. Robin kept on throwing in things that hooked to our stories. We managed to reach Tonopah, and also to resolve a few character's goals, but for me the journey was the thing. I loved the way we got to find out about each other and the interactions as we crossed this very broken USA. This version of the Year Zero Engine just faded into the background. A fun game with great players.
If you're interested in seeing the background to the scenario, Robin has shared it on his Substack here.
After the game, I nipped to Morrisons for lunch, and spent a bit of time reading my scenario for the evening.
SLOT 2 - FADING SUNS 4e - A ROAD SO DARK
The next slot brought Fading Suns, run by Graham. We've both got history with this game, and ended up inadvertently going for the same bundle of books for the current edition on eBay. I won that, but Graham beat me to the table. The fourth edition rules read as quite complicated, but in play they're really smooth and easy to use. At the heart of the engine, you're rolling a D20 to get under a target number, but you want to score as high as possible because that gains you action points that allow you to overcome resistances to your action and get better results.
The setting is very Dune-like*; in the future, humanity expanded using alien jump gates but the representative democracy of the Second Republic collapsed a long time ago. The stars are fading, and darkness threatens. The Prophet brought worship of the Pancreator, the source of light. Worlds are dominated by major and minor houses, counterbalanced by the Guilds. Society is balanced on a tripod of Guild, Nobility and Church, and the Emperor tries to keep it all in balance. The Emperor Wars only ended recently. Into this, our party was a group of House Decados nobles and their retinue. Decados are the sneaky but decadent house. They aren't quite as bad as the Harkonnens but there is an edge to the game that they play.
*Also shades of the set up in Dan Simmon's Hyperion books.
It started with a party (don't all the best adventures?) where the Decados had been invited to the 'coming out' party for the daughter of a minor noble house. Tom played a metro-sexual Decados noble to the hilt, with intrigue, flirtation and little sharp daggers. John played his much more 'honourable' cousin, a questing knight, but still underneath a Decados. Tim had the noble's personal cleric, a Sanctuary Aeon healer, and Guy and myself playing the Guild representatives. I was the Charioteer (responsible for starships and piloting, and some mercantile aspects) and Guy was the Muster mercenary. I had to pick that character as it had the same name as I do!
We ended up with a great dynamic, and chewed the scenery between us for the first hour or so. I could see Graham starting to think that the scenario may not actually happen, but to be honest, that wouldn't have mattered from the player's perspective as we were loving it. However, somehow we managed to get back on track and broadly achieve success. I really enjoyed it, and if Graham had offered to carry on a mini-campaign then I would have been up for it.
After the game, Keary, John and myself set off for our usual Garricon bookclub meet up at the local KFC. Increasingly, we've other folk joining us for this, which makes it a great opportunity to share what we've read that we've enjoyed. Of course, part of this was ambushed by discussions about Andor, partly spoiler free as some people hadn't seen the new series.
SLOT 3 - TRAVELLER - THE HUNT FOR SABRE IV
This was the first of two Traveller scenarios that I was running at the convention; it was the first that I'd settled on and comes from the recent Mongoose Traveller revamp of the Classic Traveller scenario. Murder on Arcturus Station. The updated version has two scenarios; the first one was a prequel that sets the scene, in which a team run by the players gets brought in to investigate a missing mining ore carrier.
I'd turned the entire scenario into a mind map for easy reference using Scapple, and also extracted a timeline (the mindmap is above and obviously includes spoilers). The other key preparation was getting all the handouts and pictures of people available for the players to have in hand, and generating characters.
I used the alternative package based character generation from the Traveller Companion 2024 Update. That was really useful and allowed me to half the time I usually spend building characters. It does this by having you create the ability scores for the character's UPP, after which you choose a background (eg Belter) that may modify the abilities and give you some initial skills. You then choose a career package (for example Agent) which give you more skills and some benefits. Finally, there are some options to tweak your skills at the end, either to give a high score or to boost across a number of skills. It works really smoothly. The characters were set up a franchise Hortalez et Cie audit team who were delayed in systems while a part was delivered for their starship.
I created the character sheet as half an A4-page, then went on 'thispersondoesnotexist.com' to generate a set of random images for character portraits. I turned them black and white. While doing it, I realised that there seemed to be an unconscious bias in the way that the model had been built. If I remember correctly, it had been done by analysing images of people on the net for patterns, enabling it to produce random portraits. The model's training clearly didn't have a large number of black subjects as the output was predominantly White, Asian and Hispanic. This may well reflect the source data used but it took about thirty refreshes before a black person's face appeared. However, after lots of refreshes, I had a decent selection of images.
The reason I did this was to slip the two items into an A5-menu stand - one site with the character sheet, the other with the image. I also created a random table of names for inspiration. I gave each character a short paragraph bio, but I wanted to have the players own what their character looked like, and what they were called. Implicitly, they also got to choose their own age, which works quite well with the package character generation as it doesn't define the number of terms served. I let the players choose anything between late twenties to early fifties, pretty much in line with the character images I'd generated.
I'd gone with an already published scenario as it minimised the amount of work that I needed to do before the convention. The main plot was there and it was all about becoming familiar with it. I had a really engaged group of players, and they successfully navigated their way through the plot, pretty much uncovering the whole conspiracy. It was great to see how they approached it. As I had five players, the party did end up split, but it worked along the niches that the characters had on their character sheets, with the generalists backing up the specialists. We had a forensics team, an interview team and an undercover agent (Steven leaned hard into using his character's backstory of 'Profession (Belter) 2' to fit in with the asteroid mining workforce. I really enjoyed watching them crack the case and avoid some of the potential problems that would have meant that they didn't get paid. Thanks to Steve H, Steven P, Paul, Dr Mitch and Eugene for an enjoyable evening!
I only regret that I forgot to take a picture with all the bling on the table during the game, which is why you got the mind map above.
Initially, I was going to head straight to bed, but then I decided to nip up to the bar to be sociable and have a good natter with Dr Mitch, amongst others. We play regularly but rarely get to meet face-to-face. I did get to sleep at a reasonable time.
SLOT 4 - JOHN CARTER OF MARS - YOU ARE THE HEROES. YOU?
I owned John Carter of Mars for a while, but never got it to the table. I sold it at the bring and buy stand at another Garricon to Keary. Keary brought it back to run at North Star and a thought it would be rude not to. It was a simple pulp tale of derring do. Our characters were co-opted into trying to rescue a young princess who had disappeared, potentially abducted by Green Martians. As a Green Martian myself, my character was very concerned about this. We investigated and quickly found a trail, and then we had an exciting air ship chase followed by a rescue that the young lady wasn't that impressed with and then we managed to survive being shot down. We drove off or killed our attackers, realising that this was in fact an evil Zodangan false flag operation to drive division between the races of Mars!
Overall, it was a fun game, with 2d20 doing its thing. I was suffering from bleed between the various different versions of 2d20 that I've played, but enjoyed it all the same. My conclusion was that I was glad to play, and would happily do so again, but I was also content in my decision to sell.
Lunch was from Morrisons again, and then we had the raffle (for Patriot Games vouchers) and a birthday cake. We'd had an attendee contact us to let us know that it was Tim's 60th birthday the next day, and asking if we could do a cake. We arranged that with the hotel, much to his surprise. Tim is an absolute stalwart of the Traveller community and has some great scenarios and other supplements that he's published. It was nice to be able to do this; it's the second time we've been approached like this for members of our community, and it's lovely to see the care.