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| Welcome to Baklin... |
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| Welcome to Baklin... |
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| Two OSR modules from EMDT |
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| Do I run with the loot from this ship or risk dying as it falls apart? |
One Breath Left is a procedurally generated solo journaling sci-fi horror game which I bought on a whim when I ordered the second edition of Ultraviolet Grasslands and the Black City from Exalted Funeral. Later I realised that the publisher was UK based and I could have picked it up direct from them.
The game riffs on tropes you’ve seen before, but is a fun, gentle game. I decided to try it one evening while away with work in a Premier Inn.
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| Ready to play |
It comes in a small box secured with a red card band, and inside there are three books, a meeple, and several sets of cards. The cards represent corridors, standard rooms, special rooms and items. When they are shuffled, they drive the procedural element. The components are of nice quality; not top end but more than good enough.
You start by setting the game up and choosing an ID card for your character. There are 5 to choose from. I went for ‘The Analyst’, although there are other options (‘The Applicant’ - a student, ‘The Nomad’, ‘The Patient’ and ‘The Radical’). Each are defined by their lung capacity (how quickly they consume their air supply), a unique skill and their desires which can be achieved with cash or favours. There’s also an interview log - a set of prompts to build your character’s background.
My Analyst - who I’m going to call Orva Ping - is dispassionate, careful and bureaucratic; a cog in the machine. They work for the Nosmok Metals Corporation, in the structural reclamation department where they are responsible for the survey of salvaged vessels before they’re broken up. They report to Yuri Nosmok, a family member and the Operations Director, who has taken a shine to Orva.
Orva lives the good life - or would if they weren’t glued to their desk. They have a luxury space condo with a full holographic reality (TM) fit out including suspensor fields. It’s a nice neighbourhood on the orbital, clean and safe with lots of similar corporate blocks nearby, but they never really see this as time at home is rare. Yuri is concerned, so told Orva to get a better life/work balance and assigned them a pet allowance. However, they spent the allowance on whisky and sleep suppressants. And now Audit want to come and check on the pet’s health! Orva needs to get a pet, which will cost them between 5 and 7 cash, or they’ll be fired!
Fortunately, they realise that a new ship has been brought in, and perhaps some unlicensed asset acquisition is in order…
There are several contracts you can attempt to fulfil, all of which offer different payouts. The most simple is the unlicensed asset acquisition mentioned above. You explore and investigate rooms to find loot and then try to haul it out. Alternatively, you can explore a ship for incriminating footage, carry out an insurance verification, try and build evidence that the ship’s loss was the fault of a crew member, or rescue a ship from a renegade AI. Each contract has rules to modify the set up, additional rules (if needed) and details on payouts and prompts to roleplay out your failure should you escape but fail to complete the contract.
There are five manifests - the different vessels involved; the Breached (a failing vessel breaking up in orbit); the Infected (a corporate science vessel where things have gone horribly wrong); the Raided (an abandoned military vessel which is likely to attract the interest of raiders and scavengers); the Shifted (a ship whose experimental temporal shift drive has made reality unstable); and the Stalked (a long range merchant that has encountered an alien horror). I’m sure you’re mentally mapping films against each of this. Each manifest describes any set up changes, special rules and then Peril Events which happen as your character hits certain levels of oxygen use.
So we have a game with five characters, five contracts and five ships so you can mix up the mission nicely.
Orva heads off the Drikleen store on their way to visit the vessel, because they need to have their super-sharp ironed jumpsuits with shiny press-studs ready for the meeting with audit the next day. That done, they get a space suit and take a runabout out to the wreck…
The game plays quite simply; you start in the airlock, and open doors to find rooms and choose to enter them. But opening a door costs a point of oxygen. And entering a room costs a point of oxygen…
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| Tracking progress and also some items I’ve found. |
I entered the airlock and cycled it, revealing a library mess area beyond; lots of potential information, but very little opportunity to get me cash. Opening the other doors from the library revealed a tool locker areas, and off to the side, a scanning room with screens show images from around the ship. The tool locker looked more of a certainty and I started to ransack it. Surprisingly, I found an incriminating holo-recording of my supervisor which proved they’d been involved in the decision which had led to the ship foundering. Interesting, I suspect I can use that later on. I also found a condenser valve which made it easier to move quickly, and some circuits I could sell for cash (1 loot). I followed the room around and discovered a laboratory; as I opened the hatch in, the ship shook. Looking at the feed from my runabout, I could see a large section of the ship had broken loose, perhaps the hold (which meant I was losing opportunities to loot). Fortunately, the lab was well stocked; I pocketed lots of scientific kit and some interesting looking test reports, and then decided that it was time to get out of here. Turning round, the weight of the material that I was carrying made my oxygen consumption rise. As I reached the library, there was another horrifying screech of metal failing and the tool locker roof twisted in and collapsed. Had I stayed there, I would have been trapped. I quickly exited the ship and headed off to meet a contact that I knew to offload the kit I’d rescued.
Orva retrieved three loot and a couple of clues to the ship’s fate (which didn’t have any interest). There was also the matter of the incriminating evidence. As the loot generated 9 cash, it was used to get a small pet, some nicer furniture and some more fashionable workwear. The incriminating recording was handed over to Yuri, in return for a promotion for the discretion shown.
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| 25 sessions into the year |
June saw First Ages' 'Shadow of the Sorcerer' Conan 2d20 campaign take equal footing with Trail of Cthulhu 'Eternal Lies' as my most played games. I expect it to take the lead sometime soon. I'm enjoying both campaigns which are completely different in flavour and style even though there is an overlap in players.
I am increasingly getting the itch to run something again; I've only run six games this year, which is massively down for me. The question is what..?
I've definitely moved to the point that I like the Modiphius 2d20 engine a lot and look forward to getting it to the table.
2 July 2023
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| June 2023 - 7 books and 1791 pages |
June 2023 saw me read two novels and five roleplaying books; a similar page count to other months.
The novels were Ken MacLeod's 'Beyond the Reach of Earth' and Ian R. MacLeod's 'The Light Ages'.
'Beyond the Reach of Earth' probably edges out 'The Light Ages' for me, even though it's not the strongest novel that Ken McLeod has written. The middle book of a trilogy, it maintains pace and throws interesting twists into the mix as it explores around artificial intelligence, competing blocks of aligned states (Scotland is part of the Union with mainland Europe, England part of the Alliance) and the impact of FTL travel. It's more plot-led than character-led. I'm looking forward to the last part.
'The Light Ages' has a Victorian feel alternative universe where magic is tangible and the aether that powers it is mined underground. Much of the novel deals with a revolutionary agenda against the guilds and social classes that dominate. This was pretty slow paced, but I found myself savouring the writing in some parts; perhaps not as much as a M John Harrison novel, but it was very rich. I will read the sequel to this as I'm intrigued where it will go.
I impulse bought 'Achtung! Cthulhu' in the new 2d20 edition and much of the roleplaying related reading this month was related to it. I worked my way through the Player's and Gamesmaster's Guides and also the first major campaign, Shadows of Atlantis. You can find my reviews of the core books here; I'll probably add something around Shadows of Atlantis later this month. However, suffice it to say that it intrigues me enough to consider running it.
I also read 'Archives of the Sky', a story game that explores big concept SF which is heavily inspired by Alastair Reynolds' House of Suns (which happens to be one of my favourite novels). I reviewed it here as well so won't say any more.
The final roleplaying book was 'Good Strong Hands'. This was a kickstarter I backed on impulse (well, I backed the first supplement and got the core book as well) and was delivered really quickly. You play fairytale creatures in the world of Reverie who are drawn into a conflict to defend against the rise of the Void. There's a bit of a Dark Crystal vibe, certainly. I like the dice pool system that powers the game, and the core ideas are strong, but I found many of the example plots and story hooks a bit too direct for my liking; I expected creeping horror and found more direct conflict. That's probably on me having the wrong expectations. I'm going to read the supplement and decide what I do with this; it's giving me ideas so I may try it at a convention or as a one-shot.
2 July 2023
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| May 2023 - 5 books, 1,870 pages |
I read five books in May 2023, three novels and two gaming supplements
The novels were 'Ready Player Two' (Ernest Cline); 'Before they are Hanged' (Joe Abercrombie) and 'Children of Memory' (Adrian Tchaikovsky). The Tchaikovsky was by far the best novel; intriguing, clever SF that brings together elements from the previous two novels in the Children of Time series.
'Ready Player Two' nearly didn't get completed, which is rare for me in a novel. The main character repelled me with his behaviour for the first quarter of the novel, but then the plot started to pick up. However, this book is a shadow of its predecessor, sometimes feeling like an excuse just to throw in a huge pile of 80s.90s references to the point of tedium. I guess I loved the first book, and that set a high bar to judge this against.
The Abercrombie is the second of the series that we're doing as a read along at the Tavern. I found it dragged a bit, and I didn't feel it was going anywhere especially fast or original. There have been some interesting twists along the way that kept me engaged though. I'll read the final book, but I'm not certain if I'll explore this universe anymore. However, that may change after I see how I feel at the end.
My gaming reading was all for the CY_BORG #ttrpg, as two Kickstarters arrived; gutter_PVNKs, a collection of useful characters and snippets to flesh out CY, and then Timescape. The latter allows you to play a campaign heavily influenced by Terminator, and then for fun adds in the information to mix it up with Predators and Xenomorphs. Both well written, well presented and useful.
30 June 2023
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| Archives of the Sky: How did I miss this when it came out? |
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| Achtung! Cthulhu core rules |
20 - An alignment of the stars is needed to fulfil the plot
12 - In a lost city
A supporting NPC
1 - British
4 - Pilot
15 - Lieutenant Level NPC
23 - extremely stiff and formal
The opening scene...
13 - A town, in a rocky area (7).
NPC in the area
Indifferent (12), Doctor or Nurse (3)
Specific scene
Empty (13) Hospital (11) located in a Scorched (4) Military Base (2)
Obstacles and Reversals
12 - a superior despises you
5 - a former foe returns from the dead
Anyway, hopefully you get the idea. It's a booklet full of inspiration, whether you roll randomly or pick a choice. The toolkit isn't essential, but it is useful.
So what do I think?
Overall, I love the way that 2d20 has been expressed here; it feels like it will grab the pulp feel really well and give you plenty of opportunities to blaze away at evil occult-using Nazi forces with your Sten sub-machine gun. I like the ideas in this and the different flavour to the harder edged takes I usually go for with the Cthulhu mythos. You could use these rules to run a pulp World War Two game and drop all the mythos, but I really fancy exploring Lovecraft with a hint of Indiana Jones and the wartime comic strips that were around when I was growing up. Bravo, Modiphius.
17 June 2023
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| Virgin Mojito, nuts and a book. |
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| Virgin Mojito and Espresso... |