20 April 2026

Traveller - Delta 3 is very definitely Down again!

The cover of "Delta 3 is Down", a TAS release for Traveller from BITS. It shows an image of a spacecraft trailing fire and smoke falling down through clouds in an emerald sky over a forest.
I'm really pleased that Delta 3 is Down, an adventure for Traveller is finally back in print as a PDF. This was the first adventure I wrote that was published by BITS, and it has been out of print for quite some time. It's now converted to Mongoose Traveller.

It's set before the Fifth Frontier War, and has a Zhodani Admiral crashing onto the mainworld in the Emerald system on the border between the Consulate and the Imperium. The admiral understands all the Zhodani naval strengths along the border, along with the contingency plans. 

Written for convention play, the opening is perhaps a little bit of a railroad as it drives towards their ship crashing, but once the characters are down on the surface it becomes more of a sandbox as they try to escape the escalating Imperial response. 

Once again, Andy Lilly helped to expand this up with more detail. We released it as a TAS publication rather than Traveller Compatible as it's very much tied into canon (and skimming the new Fifth Frontier War line from Mongoose, I don't see anything that should cause a major issue in compatibility). 

The idea for the scenario came when I was in hospital after a minor operation and I was reading the first GURPS Traveller Alien Races book, Zhodani & Vargr. I decided that I really wanted to explore the Imperium from the perspective of the Zhodani; what would the feudalist, capitalist Third Imperium be like to someone who grew up in a culture of care and trust, where people know their place in society and that unhappiness is treated as a mental health issue and treated with psionic techniques. I liked the courier ship presented in the rules and the scenario grew from there.

It proved popular - and sometimes fatal to the characters - at conventions. Remembering that Traveller has a deadly combat mechanic is important. For example, if you're in a G/Truck, don't try and risk getting shot by a starship defence laser, because the outcome is messy.

There are several ship designs included in the book; a conversion of the Zhodani courier, an Extended-Duration Imperial Scout, and an interdiction satellite. 

The cover was a gorgeous collaboration between Andy Lilly and the late, great Jesse DeGraff. 

Overall, it's a scenario that I'm really happy is available again and I hope it brings fun to Travellers who get to run or play it.

You can get it here at DriveThruRPG: 

https://www.drivethrurpg.com/en/product/564861/delta-3-is-down


20 April 2026

19 April 2026

Flowers of Algorab - Episode 7 - Revelations of the Ramda Obelisk

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

 

Episode 7 found the crew swiftly approaching the end game of the investigation phase of the adventure, and we ended with them preparing for a delve to discover a lost vault. 

The tech all worked smoothly, again, except for a short period when one of the players lost audio from another and we had some over talking. However, that was swiftly fixed once we realised what was happening.

The session featured a significant spotlight for Hattie's character, Arda, who rushed into a risky scouting mission with quite some success. The subsequent work by the whole crew in preparing for the delve less so, and that may present some problems next session.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

Returning from the Razad, the crew team decided to approach Master Moskva directly, despite the early hours. They are admitted to her quarters, where, amidst tea and considerations of what constitutes a suitable celebratory beverage, Arda eagerly shares the groundbreaking news of the builder's vault with the still groggy but increasingly intrigued Master Moska. 

Meristo Koulas  diligently  divulged his encounter with a menacing figure, clad in a Coriolite mask, accompanied by mechanically engineered spiders—ominous agents of blight and heirloom technology. He recounted an assassination attempt, believing the masked figure might have connections to the Navigator's Guild but possessing no solid proof.

Master Moska, deep in thought, recognised the implications of the glyphs inscribed on the ancient tablet, recalling that Levon Najjar had researched these symbols heavily. Speculations arose about the prudence of announcing their interest in the Ramda Obelisk openly or proceeding with stealth. The explorers weighed the options while reflecting on their previous findings; the unsettling presence of blight-infected mechanical spiders at Levon's crime scene cast a sinister shadow.

Arda, fuelled by a blend of caution and excitement, proposed an unsanctioned infiltration to prevent potential informants from alerting their adversaries, however, Fassour Faradi expressed reservations, emphasising the absence of evidence implicating the Navigator Guild in clandestine schemes.

Seeking a balanced approach, Master Moska decided to request official access to the obelisk, hoping to avoid unnecessary conflict while unearthing truths buried deep within the histories of their fractured cosmos. Rashid al-Masri, threading lines of loyalty and suspicion, aimed to deploy his Gardener's Guild contacts to glean further insights, hinting at layers of alliances and enmities that entangled their fates more tightly with the shadowy facets of Ship City and beyond.

Thus, amid theories and tensions, they concluded to proceed with both caution and courage. The explorers, guided by their diverse expertise, prepared to tread a path fraught with peril, their spirits tethered to the enigmatic promise of the obelisk. All the while, Master Moska looked on, mirroring the blend of excitement and apprehension that danced in their eyes, knowing well the weight of the discoveries that might soon unfold before them.

In the latest twist of their intrepid journey, our explorers reconvened at the mess area in their quarters after being briefed about their mission. Rashid, joining his comrades amidst the aroma of freshly made waffles, decided against sharing his secretive contact, opting instead to reveal only the information obtained from his Gardeners' Guild contacts. Despite the team's relaxed camaraderie, an underlying tension hinted at the strategic intricacies of their alliances.

Meristo and Arda discussed their affiliations and mistrust with other factions, particularly touching upon existing frictions with the mining faction, which were more personal for Arda than had been publicly admitted. The Explorer's Guild had confirmed it would equip those without an exosuit, preparing them for their next move towards the mysterious Obelisk.

Upon their visit to this ancient site, the team encountered the Navigator's Guild's Purple Guards, already wary of their purpose. The Ramda Obelisk stood majestically inscribed with enigmatic glyphs, and after some well-coordinated effort and use of Arda’s artefact scanner, they managed to discover multiple slots for the mysterious tablet they had been carrying. Aligning the tablet correctly, the obelisk awakened, projecting a holographic map pinpointing a secret vault’s location beneath the city's haunting Well of Souls.

Their findings spurred debates on methods of descent into the well, considered sacred and fiercely guarded by the Coriolite Wardens of the Well. While they contemplated whether it was possible to discover alternate entrances, the possibility of navigating such a sensitive location without offending local customs or arousing suspicion presented a formidable challenge. The group debates the logistics of accessing this sensitive site, intertwined with concerns about sacrilege and intricate plans to access a buried vault without desecration.

The tactical discourse shifts towards finding alternative entries. Meristo shares insights into potential equipment stashing spots, while Lieto Miesma is encouraged to deploy his scholarly prowess to aid their mission, potentially employing archaeology skills to discern more about the hidden pathways and entrances. A lucky find in old records pinpoints an accessible tunnel, raising hopes of a covert approach to their somber destination.

Arda Kamal, ever eager, is nominated to execute a solitary reconnaissance of the mausoleums surrounding the Well of Souls. Cloaked in the guise of a mourner among funeral-goers, she ventures towards the target. Her movements, aided by Meristo’s crash course on Coriolite customs, maintain the deception allowing her to survey the site with a practiced eye.

Finding a suitable mausoleum with an unlatched door, Arda contemplates the rash audacity of entering alone but proceeds—her actions marked by a loud creak of the ancient door, a nerve-wracking sound that starkly contrasts the silent respect of the site. Inside, she wrestles with reverence and duty, apologizing to the resting ashes as she activates her deep scanner, a bright beacon of modernity amidst the solemn dust.

This amalgamation of stealth, historical respect, and high-tech investigation underlines their night’s effort. Yet, as always, the path to ancient secrets is fraught with ethical quandaries and the shadows of potential blight. As our explorers tread carefully through the thicket of their moral and tactical decisions, the depths of the Well of Souls await, silent and inscrutable, holding within its dark embrace the keys to a past long submerged in the echoes of time and myth.

In the shadowed silence of the City of the Dead, Arda secured the mausoleum door, and managed to quietly close it, ensuring it appeared undisturbed and locked.

As Arda explored further, she approached a noticeably clean and well-kept mausoleum, which stood out with its newly painted gates. This structure was confirmed by referencing the deep scan as the entrance to the tunnel they had discovered. Knowing the entrance was unguarded but not wanting to take chances, Arda decided to take photographs and gather information rather than venture below just yet.

Electing discretion over immediate disclosure, Arda chose not to communicate with the rest of the crew over comms,  risking potential eavesdropping, wanting to safeguard the details of their mission.

Subsequently, Arda merged with the mourners at another funeral as a cover to exit the area without arousing suspicion. Engaging in a delicate conversation, she adeptly navigated an interaction with an inquisitive mourner, employing her cultural savviness (with a bit of luck) to convincingly portray her role. This interaction underscored her blend of empathy and strategic deceit, which eased her departure from the site without any complications.

Returning to the group, Arda relayed her findings and experiences amidst commendations from her teammates. The discussion turned strategic as they contemplated meticulous tactics to move supplies into the City of the Dead under the guise of routine mourning visits, suggesting a covert operation reminiscent of classic escape plots but fraught with the danger of detection.

As the team planned their deceptive maneuvers, they acknowledged the complexity of smuggling necessary gear without drawing attention, leading to a group stealth roll. Despite an uneasy success, with some hope spent and failed rolls, the atmosphere remained tense, filled with the undercurrents of potential peril.

The session ended as they successfully positioned their equipment in the mausoleum, setting the stage for their descent into the depths in the next meeting, with an anticipation of restored hope and the looming threat of the unknowns that awaited them beneath the eerily silent graves.

Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

08 April 2026

Games to March 2026

Doughnut graph of the games I've played this year. The text below summarises the data shown.

A slow start to the year, reflecting the fact that I am not actively playing a game at the moment. However, two conventions and a near weekly session of Coriolis: The Great Dark has filled my time.

I've GMed thirteen sessions and played two.

The Flowers of Algorab for Coriolis: The Great Dark dominates the figures, with 8 session total. After that it's Traveller (2 sessions, both run at Airecon) and City of Mist (both run at Revelation). 

Revelation saw me running a session of Comrades, and then playing in the playtest for Nefas and experiencing Brindlewood Bay for the first time. 

The balance between online and face-to-face is better than last year, with just over half the sessions being played online. I'm really liking the combination of Role and Owlbear Rodeo. The VTT just fades into the background and the focus is on the people. It's reminded me what drew me to Role in the first place.

I'm hoping to get a one-shot of Delta Green set up soon, and perhaps complete a couple of the projects that have been bubbling under like Castle Xyntillan.

Overall happy in my gaming life at the moment.

8 April 2026

04 April 2026

Flowers of Algorab - Episode 6 - Secrets of Station 11

The cover image for 'The Flowers of Algorab' by Martin Grip for Fria Ligan. It shows an astronaut layered with explores on a blue-white ice field with a ship above, and a red lit wreck with an astronaut floating there. The text "The Flowers of Algorab" and "Into the Great Dark in Search of a Lost Ark Ship" at the top and bottom of the image in a slightly blue white serif font.

 

Episode 6 saw us digging deeper into The First and Last Man, as the party dug into the mystery of Levon Najjar, a Guild Explorer who had died in suspicious circumstances. Everyone was present again, which was fantastic. 

The tech all worked smoothly.

There was an amusing moment when one of the players rolled all the sixes that they'd ever need on a reasonably minor roll, only to have to burn through a pile of hope for a pushed re-roll on a much more significant stealth check.

One of the things that struck me about the campaign so far is how random chance has influenced the adventures so far. That's random chance in that two of the characters having been created with ties into The Black Toad organisation, something that they have leaned into and made accessing some key information simpler as they've been able to talk to Black Toad linked contacts with much less suspicion than they'd have otherwise garnered.

Our Crew

  • Arda Qamar, a Guild Surveyor and Traveller who came from the Far Colonies from a Mining Combine operation. She’s the bird handler and Scout for the team. (Played by Hattie).
  • Meristo Koulas, an Esoteric Coriolite Seer who grew up in the Fog of the Haze, and has ties to the Black Toad. (Played by Paul).
  • Lieto Miesma, a Scholar specialised in Builder Archeology who came from deep inside the Factory City of the Turbine Halls, with a background in the Machinist's Guild. (Played by Graham)
  • Fassour Faradi, a roughneck deep miner who also came from somewhere the eternal fog of the Haze, and - like Merits - has ties to the Black Toad. (Played by Simon)
  • Rashid al-Masri, a scoundrel Hull Cutter who came from among the hulks and wrecks of Hull Town, and has connections to the Gardener's Guild. (Played by Andy).
  • Corvus the Bird, a specter; cobalt blue, with a long beak, always observing. Usually handled by Arda.
A group of five people (four men and one woman) and a bird all gaze out at the viewer, wearing vaguely Middle Eastern and practical garb. The group is set in a spoof of the album cover from the pop group "The New Seekers".
The New Seekers (Fassour, Rashid, Meritso, Lieto and Arda & Corvus)


The Session (Spoilers for The Flowers of Algorab).

Having searched Gar Boutaleb's room at the Saadalian Rose hotel and finding no evidence of him expect a broken amulet and a ferry ticket with the destination 'Station 11' marked on it, the team returned to the haze and bustle of Aluminum Bay and The Golden Ape to reflect on what they had discovered and decide what they should do next. Meristo and Fassour recalled that Station 11 was a repurposed freighter out in Hull Town which was often used as a transit point to some of the Black Toad's drug operations. 

A quiet discussion with Maisi Midoun, the bar owner, confirmed that it was near the Razad, a ship that had made the great crossing of the diaspora and was now controlled by the Black Toad, and the word on the street was that it was a drug factory. The Zapti Constables tended to keep away from those areas, either paid off by the Toad or just deliberately avoiding trouble with the faction so long as it kept its operations subtle and out of the way.

Arda Qamar and Rashid Al-Masri joined into the conversation and the crew debated their next moves, weighing the dangers of infiltrating possibly hostile grounds with the need for discreet, effective action.

Throughout this gripping episode, our heroes displayed camaraderie, tactical ingenuity, and a relentless pursuit of the truth, navigating through the murky underbelly of Ship City's societal and criminal layers. Each choice brought them closer to unraveling the mystery surrounding Gar Boutaleb and his enigmatic actions.

Deciding that it would be sensible to collect their Delving Gear, and/or Exo-Suits as they would likely face the cold vacuum of space on the next stage of their investigation, they took the lift back up to the upper levels of the Chasm and their quarters.

Bags with their kit collected, they were stopped as they approached the lifts by a large group of Zapti lead by Captain Tamar Zarab. Zarab wanted to ask them questions about their involvement in the suicide of Levon Najjar. Immediately, the crew were alert, because if this had really been a suicide (and the authorities had ruled it as such), why would the Zapti be investigating it?

Lieto, a steadfast and sharp-witted member of the Guild, faced pointed questions from Captain Zarab regarding his whereabouts on the night of Najjar's demise and dutifully relayed his alibi, which included testimonies from familiar acquaintances. However, the interrogation broadened as each adventurer was challenged to account for their actions, revealing a blend of truth and deception among the team.

Fassour Farradi and Meristo Koulas, banding together with Rashid Al-Masri and Arda Qamar, navigated the probing inquiries with a mix of honesty and subterfuge. While Rashid and Arda presented themselves truthfully, Fassour and Meristo opted for disguises of truth, providing assumed names and obscuring their true identities from Captain Zarab's piercing gaze, a hangover from their connections to the Black Toad.

The discussion took an unexpected turn towards the academic, with Lieto showcasing his scholarly achievements through an exchange of digital business cards, hoping to impress upon Captain Zarab the depth of his intellectual pursuits. Yet, beneath the surface of these interactions lay a web of mistrust and strategy, as the adventurers speculated on the true implications of the investigation and prepared for the potential repercussions of Captain Zarab's continued scrutiny and veiled threats about 'impeding their investigation'.

With the conversation with Captain Zarab concluded, the adventurers turned their attentions back to the murky depths of their own quest. They ventured onward to the enigmatic and chaotic Wreck Alley, a district alive with the promises and perils. Here, in the shadows of decayed starship hulls and buzzing market stalls, they sought passage to the foreboding Station 11 on Pier 17, guided by a ticket linked to their elusive target, Gar Boutaleb.

Upon securing their transport aboard a rugged tugboat captained by a resourceful crew, the crew engaged with locals, gathering whispers and warnings about the dangers that lay ahead. Each clue, each hushed warning fed into the rich tapestry of mystery and danger enveloping their journey. As they disembarked at Station 11, they found themselves in a decrepit environment, greeted by the stench of ozone and machine oils; aa visual tableau of decrepitude and desperation.

Their arrival did not go unnoticed, and they ended up in a peculiar little workshop run by a former machinist named Vanda Samrani. Disheartened by her ostracism from previous high-status employment due to a falling out with her Machinist's Guild superior, Vanda now managed her own modest establishment, delivering mechanical repairs and fabrications to those in need around the less trodden paths of the station.

Lieto, always attentive to opportunities, played on their shared Machinist background and engaged Vanda in conversation, exploring potential ties and clues in their relentless pursuit of the elusive Toad Delver. As bread was broken, cakes and stories shared, details emerged of a suspicious individual associated with a distinctively blue bird, aligning with the person of interest in their quest. The mention of this blue companion piqued Vanda’s memory, recalling a visit from the individual just five days prior.

With strategic prompts from Arda, the group learned that the man they sought had indeed passed through, albeit briefly, engaged shortly by a discontented group from the 'Toads'—a detail that Vanda nonchalantly noted during her narration of local passersby.

As the conversation deepened, the machinist, overshadowed by her mechanical curiosities and remnants of a more illustrious past, provided valuable logistical support to the crew. Offering magnetic boots and essential gear for navigating the station’s precarious environments, Vanda facilitated their exploration with a blend of commercial acumen and discrete complicity, aware of the unspoken elements of their mission.

Thanks to Fassour's insights and Meristo's sharp negotiations, the team equipped themselves adequately, all under the watchful, albeit mechanical, eye of Arda's bird, Corvus, who displayed an almost mischievous interest in the scattered tools and components of Vanda’s workshop.

With new - well, second-hand - equipment and bits of wisdom in tow, our adventurers continued their journey through the echoing corridors of Station 11, their path illuminated by flickering lights and the promise of uncovering the shadows that enveloped their quarry, Garbuttaleb. Each member of the group, bound by a shared goal but driven by their unique motivations and backgrounds, stepped further into the depths of intrigue, their hearts resilient against the backdrop of mechanical buzzes and the distant hums of uncertain encounters ahead.

They exited from one of Station 11's creaking airlocks, and tethered together with a rope, the experienced zero-G operatives guided the crew over to the Razad safely, managing to avoid any additional interest from the small guard vessels surrounding it. Alighting on the hull of the drug factory without observation, they hacked the airlock and entered the ship. 

Fassour suggested the group to hug the walls and proceed stealthily to avoid detection. As they navigated their surroundings, Rashid Al-Masari, renowned for his stealth abilities, took the lead. Several times they thought that they had been observed, but somehow they pushed their luck enough to get through the cantina area. Meristo offered some stimulant help,  a nerve-calming spice, though concerns about its effects on their reactions and agility led them to decide against its use in favour of maintaining their alertness. Corvus, Arda Qamar's ever-inquisitive bird, was discussed for its potential help in spotting their target, though how conspicuous to make Corvus remained a topic of mild contention.

Eager to reach a room identified by Corvus as a point of interest, they prepared to confront the individuals inside, concerned about potential hostility. After a brief discussion on how to approach, they knocked, leading to a tense interaction with an inhabitant who grumpily acknowledged their presence only when trades of spices and brewing techniques were mentioned.

Inside, they met a grey-haired, scarred man dressed in a Coriolite djabala, surrounded by signs of a seasoned life. The man, revealed to be their target Gar Boutaleb, engaged in guarded conversation, expressing skepticism about the crew's intentions. The presence of his blue Bird, Zrit, complicated the dynamics, as both avian creatures exhibited signs of territorial discontent.

After managing to calm the tensions between the birds with snacks, the crew discussed the deeper implications of their quest with Boutaleb. They examined glyphs that he shared, speculating on the existence of a concealed vault - potentially in Ship City's asteroid - that might hold profound secrets or valuable contents. Boutaleb disclosed his fears of being hunted due to the sensitive nature of his discoveries, hinting at powerful entities that would kill to keep certain secrets hidden. 

He opened up about his past efforts, disclosing his connections with a group referred to as the Toad and his dealings at the bird market. His narrative revealed the harsh realities and rugged demands of his line of work, juxtaposing it against the more ruthless nature of groups like the Jade Scorpions.

Arda Qamar expressed understanding, noting a recent scuffle with the Jade Scorpions, suggesting that another group, the Coriolites, might have employed their services. This led to a further discussion about a mysterious tablet that our adventurers learned was discovered in the Great Library amidst neglected artefacts and cryptic glyphs. The conversation revealed that their new acquaintance and his late friend Levon had hoped to explore an area guarded by Coriolites, known as the Ramda Obelisk, believing it concealed significant historical importance and clues to the vault location.

Ultimately, the interaction concluded with the adventurers obtaining the crucial tablet and notes from Gar Boutaleb, who urged them to explore further and return with whatever truths they could unearth. As they exited, the weight of their discoveries pressing upon them, the team left the Razad more aware of the monumental stakes of their quest, guided by both the glyphs and the ominous warnings of their wary yet informative new ally.

The explorer offered to facilitate the crew's discreet departure from the station, shifting the scene to a tenser interaction with the Razad's boss. Despite a nerve-racking exchange, Fassour was able to defuse the situation using a Black Toad recognition hand sign, easing their passage out of the station.

Back on familiar turf, the team was left to contemplate their next steps, pondering over necessary preparations before attempting to explore the enigmatic obelisk mentioned by their late-night acquaintance. They learned that this obelisk, covered in glyphs, stood as a historically significant monument under the vigilant guard of the Purple Guard of the Navigator's Guild.

With the insights gained and the potential risks weighed, they debated the merits of seeking permission from the revered Master Moska, with Rashid considering acquiring a permit that might aid their endeavours within the city. The session closed on plans to engage with Master Moska in their next gathering, setting the stage for what promises to be a crucial juncture in their mission.

Source - Tabletoprecorder.com, edited for names, clarity and brevity with some parts injected to explain or catch elements missed in the summarising. 

01 April 2026

Books in March 2026

Infographic exported from TheStoryGraph.com showing a collage of the covers of the books I read this month, arranged in a 4 wide and 4 deep matrix. The top of the graphic shows an orange and blue avatar of myself with sunglasses on, with the text "@cybergoths March 2026 Reads" beside it. The books are described in the post below.

Seven books in March, with a total of 2,068 pages, which takes me to 26 books and 6,817 pages. A slower pace because of gaming reading and conventions.

A single non-fiction, Polar War by Kenneth R. Rosen. I bought this on the back of an interview with the author and was initially taken aback; I was expecting a technical analysis of the potential threats and conflicts in the Arctic, but the book is more a series of vignettes with different people and places across the arctic circle.  However, there was a thread through the vignettes that showed the threats and conflicts and drew it together. 

Fiction-wise I read Adrian Tchaikovsky's Days of Shattered Faith. It's the third of his Tyrant Philosophers series. This expanded the background and started to explain why particular polities in the series behave the way they do. I enjoyed meeting the characters and it was as intriguing as the other books, and again very different.

I had a bit of a palette cleanse after that with The Sun Down Motel by Simone St. James. This is the third of her books I read, and again it blends a murder mystery (in this case across two different timelines) with the supernatural. Quite a satisfying book; I enjoyed the way that the stories intermeshed. 

The final novel was a re-read of William Gibson's Neuromancer, which was as fantastic as ever. As it was a book club read, it was fascinating to hear from people who didn't encounter this when it first came out and who had later references such as The Matrix in their head when they thought about cyberpunk. An enjoyable chance to reflect on a book I love; I've moved onto the next in the Sprawl Trilogy as a result.

I also read three roleplaying game books; a re-read of Deepnight Legacy before I ran it, then the first volume of the Great Rift sourcebook. That was enjoyable, and a bit different. Finally, I read The Laundry Supervisor's Guide. This is a wryly written background lore book for Charles Stross' series. I am tempted to run something with this, but I'll wait until I've read some of the scenarios before I make a final decision.

1 April 2026