05 April 2025

First Impressions - Otherscape RPG (City of Mist Engine)

The cover of "Mythic :Otherscape". It is in blues and blacks and shows three characters from left to right; leftmost is a cybered warrior, in the middle a corporate ninja somewhat reminiscent of Trinity from The Matrix, and to the right someone who clearly has mythic powers dressed in long robes and summoning a blue flame. There is a subtitle at the bottom "The Mythic Cyberpunk RPG".


In this first impression, I'm not going to use my usual approach of going section by section, but rather discuss the significant changes that I see from Otherscape's predecessor, City of Mist*. These observations are based on having read the game through twice, along with Tokyo:Otherscape, and having run the game at Revelation this February

*I previously reviewed City of Mist here.

Once again, Son of Oak have delivered an extremely high quality package with glorious artwork and well written text they have taken the learnings from producing the City of Mist Starter Set and baked them into the core rulebook. As a result, you can run the game having read a minimal number of pages. I had all the quick reference pages printed out as a handy guide at the table.

Mechanically, the game shows the same roots as City of Mist, a love-child of Powered by the Apocalypse and FATE. However, it's now stepped a little further away from its original inspirations. The core mechanic remains rolling 2d6 and adding the power rating you get from your characters relevant tags to the result. A roll of ≦6 is a failure and a roll of ≧10 a complete success. In between, a roll of 7 to 9 means that you succeed but with a complication. Your power tags come from the three themes that define your character plus some extras you can draw on from your inventory and your crew theme.

Rather than the two theme types that City of Mist uses for characters, Otherscape has three. You have two that equate to the mythos and logos (called 'Self' in Otherscape) themes in the original game, but also a third one called 'noise' which is your cyberware and technology.

Both books are full-colour hardbacks with high quality artwork that evokes the setting that they are describing. Metro:Otherscape is 368-pages long and Tokyo:Otherscape is 320 pages long. A third book is included, the action database. This is a full colour 106-page softcover full of examples of the effects that you would use with different actions. The boxed set also came with status cards, dice and a GM screen in a large box, along with the trademark A3 double-sided dry-wipe character folios which instantly give you a feel for the game.
 
A two page spread from Metro:Otherscape showing the easy start summary of 'Effect' and then the reference table of all 'Effects'.

Having run Otherscape, there are a couple of things that stand out for me which are distinct improvements from the City of Mist. The most significant of these is the change from PbtA style moves to choosing the effect that you wish to achieve from the action you take. This was the standout change for me at the table, as you no longer have to search for the most appropriate move when you hit an edge case. Instead you have to ask yourself, "what am I trying to achieve from this action?", and then match that to one of twelve options (see the right of the image above). This works really clearly and quickly at the gaming table, albeit at the cost of extremely tailored moves.

I am pondering whether it will be possible to roll this back to City of Mist. Some of the discussions on the Discord forum for the game indicate that there may be some challenges with tailored moves used in theme progression that make this more difficult.

The other notable change addresses some of the perceived weaknesses in City of Mist where players overuse power tags. Otherscape makes it very clear that you cannot use tags again to face danger if they have already been used in the initial move that made the player vulnerable. Having recently reviewed the City of Mist core rules to produce an updated quick reference sheet, I was surprised to find that this is actually in them but not so explicitly or obvious as it is here. That may be on my own head, as I came to the game having use the starter set for quite some time.

I'm not certain about the need for the action database, but I did find myself referencing it when considering how I may tailor the response to certain player actions. Part of me felt that this should've been included the core rulebook, but I can see the case for splitting it out; the book would be massive if it was included. I don't think it'll be referenced as much, and I believe that there is a plan to create a digital version.

I loved the game in play, but it hasn't yet given me the same spark and passion that City of Mist does. I think this is a me-problem rather than a Son of Oak problem. I've never really been that much into Japanese cyberpunk, so the Tokyo book doesn't excite me the way I'd hoped. It is written really well, but it failed to give me the GM tingles. The core book, Metro:Otherscape, drew me in more. I wish the example Berlin setting was developed further. However, what's present is more than enough to run a generic myth-fuelled cyberpunk setting. I'm tempted enough to explore the forthcoming Cairo setting, but if that doesn't press my buttons, I suspect I'll be selling this off to someone else who loves it more.

Overall, Otherscape has rolled a 7-9 result for me, a 'yes-but'. That's more about my engagement with the setting than the mechanics, artwork or presentation. If you love Japanese-style cyberpunk and anime, then I wholeheartedly recommend this game. If you like the idea of a myth-fuelled cyberpunk setting then the core book will work for you too.

Recommended.

Edit: One thing that I forgot to mention above is the status cards and how tiers are now managed. It is far less fiddly and much more intuitive than City of Mist. I do suspect that it may mean that characters are a little more fragile, but I'm not certain, and it will work both ways. 

5 April 2025

First impressions - Traveller - Deepnight Revelation Core Box Set (some spoilers)

The Traveller Deepnight Revelation Box set lying on a desk with a keyboard behind it. The cover shows a starship flying towards a singularity in blue and white. The bottom of the box has the tag line 'science fiction adventure in the far future'.

Deepnight Revelation is an epic campaign for Traveller, presented as a core box set with a further six hardback books that expand the detail available plus one adjacent adventure module as part of the Great Rift set's supporting material. 
TL;DR: Deepnight Revelation is a grand, sprawling epic space-exploration campaign, the likes of which Traveller hasn't seen before. It provides the start and end of the journey, plus the mechanics to run the steps in between. However, there will be a significant amount of work for the Referee to do for that journey, unless they purchase the expanded material. Highly recommended.
The box set is presented with a picture of a former Imperial Star Cruiser approaching a singularity, represented with a version of the striking image of a black hole that scientists have recently achieved. Inside the box are four perfect-bound full-colour soft-back books and a double-sided poster map which shows an outline of the journey of exploration on one side and a layout of the Deepnight Revelation on the reverse.The box has a ribbon to allow you to lift the books out of the box easily, and there is space for additional material to fit inside. I've added the Great Rift adventure that links to this campaign - Deepnight Endeavour - into the box. Illustration and layout is good and there are a refreshing lack of typos.

A look into the Deepnight Revelation box showing the first book 'Deepnight Legacy' and the red ribbon to lift the books out.

Deepnight Revelation is a truly epic campaign, with the characters embarked on a voyage of exploration that will take them the best part of ten-years to reach their destination. They'll travel along the edge of the Great Rift, beyond Charted Space and into places the Imperium has not reached, then they will find a way to cross the Rift, before proceeding to their ultimate destination, a unique and unusual gravitational source at the edge of the spiral arm. The route chosen avoids crossing other potential hostile polities such as the Solomani Confederation and the Aslan Hierate. This is a voyage of discovery and exploration the likes of which we haven't really seen in Traveller before. The campaign has links to the Ancients, but it goes much further back than that, with an Entity that has existed from the early days of the galaxy at the heart of the story.

I do feel that there are echoes of MegaTraveller's Arrival Vengeance in style, which is a good thing, but this is something different. Obviously, in concept there are also echoes of Star Trek - The Original Series, but only in the sense that this is a long duration voyage into the unknown. If anything, the Deepnight Revelation is going much further than the Enterprise ever did, in a manner that's far more exposed. There are no subspace communications in Traveller and no-easy way to call for help or rescue. This is a journey far beyond the frontier, and it is entirely possible that the Third Imperium will never find out the fate of the ship if things go wrong*.

*Followers of canon will also know that there are a series of events coming in the timeline which mean that the Third Imperium will likely have changed significantly by the time the ship makes its way back with the coming of the Rebellion and Virus.

The Deepnight Revelation is a decommissioned Element Class Cruiser, converted for use on a long duration scientific voyage. Deckplans, ship details and more are all provided.

The first book, Deepnight Legacy, is a prequel to the campaign and gives a reason for a group of Travellers to be recruited or seek employment with the Deepnight Corporation. You could also use the Great Rift Adventure 2 - Deepnight Endeavour as a gateway to the campaign. The book is 32-pages long, and presents a scenario where the characters are part of an emergency mission responding to a supply starship that is overdue returning from a mission to a refuelling station in the Great Rift. They take one of the sister rift haulers of the missing ship and jump nearly 20 light years into the emptiness of the Rift to a planet orbiting a lonely brown dwarf failed star. 

The adventure is presented is a sandbox investigation which has strong horror themes. There is a useful but basic map but it would have been nice to have a world or region map to go alongside the base map.  There are statistics and deckplans for the Rift Hauler. There are also a number of NPCs to interact with and find out what is going on.

If the Travellers are successful then they will gain some insight into the threat that the Entity presents and its location, information that will make them natural recruits for the Deepnight Revelation expedition. 

The Campaign Guide is 112-pages long and provides the key elements to set up the campaign (unsurprisingly). It starts with guidance on how to integrate existing Travellers into the mission and the roles that they could take. I do think that an opportunity was missed here to provide some guidance on troupe play more explicitly. There is a get out clause to bring the existing Travellers into key roles, by having them part of a Special Advisory Group because of prior experience.

The guide follows this section with an outline of the whole voyage, starting with the opening journey to Marshalling Point Demnan, a journey of 30 months or so. This is a previously established base of forward operations, and the last chance for crew members who change their minds to turn back. 

The guide then gives some key background information for referees on the mission and the nature of the Deepnight Entity, including the risk of infection and the threats that will be faced as it develops. After this, there are eighteen pages of background about the ship itself, including isometric deckplans (the poster map has a more traditional top down view). This is followed by a discussion of the crew and the Travellers' role in it. The ship, a decommissioned Element Class cruiser, does retain her spinal particle accelerator for scientific purposes, but other weapons have been reduced.

The crew section includes departments, operational structures, ranks, quick crew member creation (skills and naming) and, interestingly, factions. Broadly, the crew is split into three factions; the Imperial faction (do what's best for the Third Imperium), the Deepnight Loyalists (do what's best for the company) and the Researchers (science, baby!). Other factions can develop over time; the glory hounds, the disaffected, and potentially mutineers. The chapter ends with a set of six NPCs with short biographies; all a pretty interesting and can add in extra threads to the campaign.

There is an understandably large section (25 pages) on the craft and equipment carried by the Deepnight Revelation, especially as once the ship passes Point Demnan, that's all they have. Details are given ranging from Scout Ships to ground and grab vehicles, from crew uniforms to armoured exploration suits, and from translators through guns to nuclear demolitions charges.

After this, the book has a section on the preparation for the voyage (in which the players get a choice to outfit and supply the ship, and flavour how the crew is). This includes setting the initial Crew Effectiveness Index, the related modifier to that index, and the related departmental effectiveness. There's also a morale rating. These are explained in more detail in the Referee's Handbook, but in summary are used to abstract resolution of tasks at a ship or departmental level.

The penultimate chapter covers the initial stretch of the voyage with opportunities for diplomacy and getting the crew into the right place. Travel is planned in reaches, and this one is outlined in detail. The initial journey takes them to Tobia and then on to Point Demnan. This example section gives a good idea of how the campaign should play out. There are deliberate vague points and the Referee is encouraged to map only as necessary.

The final chapter discusses the expansions of the book - broadly the key things that should happen in areas of space but you need to buy the extra books to flesh these out, before describing two space dwelling creatures; Leviathans and Leachers, both adapted to life in space.

The third book, the Referee's Handbook, is 96-pages long guidance document for the campaign. It covers how to handle large scale resolution, including setting up a resolution cycle for each reach. This is effectively objectives and a set of orders for each stage of the reach. There's detailed guidance on how to resolve this, with some suggestions for events and points of interest. Missions within a reach get broken down into stages and are resolved as needed. This give opportunity to zoom in and out as things happen. Incidents can, especially if the ship has been flying for a long time without major maintenance, result in a crisis which could prove catastrophic. This encourages the players to think of when to replenish and maintain. The ship has been modified and carries the equipment to overhaul itself, but this is a time consuming process. Supplies are critical, and a simple system is given to manage this. Similarly, maintenance has a simple set of mechanics to manage.

There is a large section on using the Crew and Departmental Effectiveness Indexes, forming teams, impact on morale, and how Travellers can rise or fall in esteem. The latter could be very important if factional squabbles develop. Fatigue is also addressed; like the ship, the crew need rest and recovery beyond what they can get from the ship itself. This can be mitigated by taking time to give people reduced duties, success on missions, or seeing wonders, along with wholesale rest and recuperation on a planetary surface. 

There's guidance on using different aspects of star systems in making interesting environments. The book does recommend using the quick system generation rules from the Great Rift campaign, but you can get by with the guidance in this book and the core rules. As this predates the release of the World Builder's Handbook, there is no reference to that volume. 

The book then discusses how shipboard life will typically work, with watches, duty stations, security, in-system operations and deep space operations, plus small craft and planetary operations. After this, there is a chapter on exploration; how to survey systems and plot your routes, plus how to carry out planetary exploration with surveys and expeditions. Science and research is covered with a route to research and make breakthroughs. These chapters are followed by one that talks about the types of world that can be found and the related ecosystems. The book concludes with some brief guidance on contact with aliens. This is fleshed out some more in the final book and also in the expansions, several of which deal with first contact situations.

Terminus Point (72-pages) is the epic conclusion to the campaign and dives back into detail. The book has more detail on the Deepnight Entity and the place that it resides. This includes the challenging final deep space transit to Terminus Point, and what they find. The conclusion is epic and deadly, but there are many ways that the Travellers could succeed. If they fail, they ultimately will put the rest of the galaxy, not just Charted Space, at risk. I'm not going to say any more as it would be a huge spoiler, but I do think that the journey will have been worth it; there will be moments of awe and terror and chances for heroism and cowardice. 

In conclusion, Deepnight Revelation is a grand, sprawling epic space-exploration campaign, the likes of which Traveller hasn't seen before. It provides the start and end of the journey, plus the mechanics to run the steps in between. However, there will be a significant amount of work for the Referee to do for that journey, unless they purchase the expanded material. I was impressed enough to start picking up the additional material, as this is more my kind of campaign than Pirates of Drinax, fantastic though that is. 

Highly recommended.

5 April 2025

03 April 2025

Books in March 2025

A cover collage of 12 books, 7 of which are for the Traveller Roleplaying Game. The header says "@cybergoths March 2025 Reads".

March was a very focussed reading month, with a lot of science-fiction and a lot of the Traveller roleplaying game. I read 2,900 pages and twelve books, bringing me to 34 books in the year, and a total of 8,424 pages. The reading streak is at 814 days.

I'll start with the roleplaying books. I worked my way through the epic Traveller Deepnight Revelation campaign, which comprised four shorter books. This is very much a taster for the campaign; there's enough here to run it and give you a good understanding of what is going to happen, but there's a fair bit of work for the referee. The start and finish of a truly epic campaign are covered in detail, and the mechanics are given for developing the road trip between. I suspect that most referees will be tempted to pick up the extra books that Mongoose have written that flesh out the journey between; I know I will.

I also worked my way through three books which will support my next campaign; Mongoose's Bounty Hunter, and Moon Toad's The Bounty Hunter Handbook and The Jägermeister Adventure. The latter two complement each other well. The Mongoose book is shinier & glossier, feeling more like The Mandalorian with lightweight mercenary tickets. The Moon Toad book is gritty, detailed & realistic, feeling like a procedural TV series, and edges it in my preference. I've detailed The Jägermeister Adventure elsewhere.

I also finished Conflict by David Petraeus and Andrew Roberts. This was a good overview of how conflicts have developed since 1945. I enjoyed the book, but found the difference between the chapters written by Petraeus and Roberts jarring. Petraeus' sections were much more detailed but lost the big picture and key themes that are throughout the rest of the book.

Adrian Tchaikovsky's Shroud was an interesting read. I found it more like a thought experiment in a first contact situation. It also cleverly threaded three different perspectives together. I did find it hard going in parts, but it came to decent conclusion.

Caimh McDonnell's A Man with One of Those Faces was an enjoyable crime romp, with a sharp wit and use of language set in Dublin. A case of mistaken identity spirals out of control. Recommended and I'll be reading the next book.

I read Max Barry's Providence which follows the crew of an AI-controlled space warship in a ware with an alien species. The quirk is that the ship is so automated that the crew are almost there for PR purposes. We get to find out their quirks, and how things play out when everything goes sideways. I enjoyed this.

Finally, after a gap of perhaps 40 years, I returned to Michael Scott Rohan's Winter of the World series, with The Anvil of Ice. This is slow-paced but well written fantasy novel about a young thrall who becomes a Smith capable of wending magic into that which he creates. We follow the start of his journey, as he is apprenticed to a dark and mysterious Master Smith, and then his story when he leaves. I really enjoyed revisiting this, and look forward to reading the next!

3 April 2025

30 March 2025

Public Service Broadcasting - York Barbican - 27th March 2025

Silhouettes of the band, frozen with white light and dry ice. A Saxophonist and trumpet player stand centrally, surrounded by two space suited people. The crowd looks on.
Gargarin!

Thursday night saw me returning to see Public Service Broadcasting for the third time and the second time on this tour. The eldest was meant to be with me but was ill, and I didn't find anyone else who could come along at short notice. This was the second leg of the tour that I went to earlier in the year, so very much focused around The Last Flight, plus a great selection of favourites.


Trombone, Cosmonaut and Trumpet going for it on stage, with keyboards behind, in the middle of the track 'Gargarin'.. Stage is lit by reds and purples. Heads of the crowd at the bottom of the image.

It was a bit of a crazy day; a work event had been arranged after I bought tickets, and I ended up heading back up the A1 from Rutland, hoping that there wouldn't be an traffic issues. Fortunately, there weren't. A quick hello to the family, a bite to eat then off to York.

The lead singer of 'She Drew the Gun', dressed in a boiler suit and covered with purple and pink stage lighting, sings and the crowd reacts happily in front.

The support act - She Drew the Gun - were excellent. An all-all woman band from Liverpool, the singer caught my attention from the start with the powerful poem that she used to introduce between songs. The words landed, and the songs were equally good. I've subsequently checked out more of their music and I really like it.


This was the poem, in case you're interested.

  1. Origin Song
  2. Washed in Blue
  3. Mirrors
  4. Howl
  5. Behave Myself
  6. Poem
  7. Panopticon.

A woman (EERA) sings at a keyboard, lit by purple blue light and framed by the crowd. Behind, another woman's face is on a screen.

EERA was with the Public Service Broadcasting again, and really added something to the performance. Her mike was turned down a bit low at some points, unfortunately.



A bass player (JF Abrahms) stands in front of a keyboard, silhouetted against red circular lights.

That was the least of the worries; when the introduction for PSB was drawing to an end, there was a huge crackle and the whole stage went dark. JF Willgoose appeared on stage with a tech, and the audience took it with good humour. We restarted 15 minutes later. 

Spotlight in blue as the flugelhorn sounds. 

Everyone got into the concert quickly, relieved that it was just a short delay. And then, third song in (People Will Always Need Coal), everything went pear shaped again. Fortunately, it was just a quick restart. After than, there were no visible issues and I think that it got the crowd behind the band.

JF Willgoose at the keyboard, holding his guitar, silhouetted in white with a gold hint to the guitar.

It was a great performance. They played 18 songs, one less than planned due to the technical issues. The track we lost was 'If War Should Come', which should have been before Spitfire. Here's the setlist:
  1. Electra (with EERA)
  2. The Fun of It (with EERA)
  3. People Will Always Need Coal (with EERA)
  4. Progress (with EERA)
  5. Der Rhythmus Der Maschinen (with EERA)
  6. E.V.A.
  7. Night Mail
  8. The South Atlantic (with EERA)
  9. Arabian Flight (with EERA)
  10. Monsoons
  11. A Different Kind of Love (with EERA)
  12. Spitfire
  13. The Other Side
  14. Go!
Encore.
  1. Blue Heaven (with EERA)
  2. People, Let's Dance (with EERA)
  3. Gagarin (with EERA and She Drew the Gun as the Cosmonauts)
  4. Everest (with EERA)
  
The whole ensemble in full flow, brass section at the front, back lit by the cockpit display and spots in purples and blues.

This was the first time I stood for the concert. I was about four rows back from the front, and it was a great atmosphere, but I felt it in my legs after. I only took a few pictures (you can see the rest) as the band asks you not to at the start (and certainly not to spend the whole concert watching through a 4" screen). I didn't want to take that many, as the energy and fun on the floor was more than engaging enough.

And then it was time to go, and I headed off very happy and  slightly deaf (the Apple Watch kept on giving me 90dBA warnings), having had a thoroughly good evening.It did take nearly 30 mins to get out of the Q-Park carpark though!

The stage at the end, with the Public Service Broadcasting flight logo on the cockpit screens behind the keyboard and other instruments, lit in purples.

23 March 2025

An updated City of Mist Cribsheet

Screenshot of the City of Mist Cribsheet discussed here. It has a three column landscape layout designed to be printed over two pages. Colours are yellow and purple, matching the uses in the books.

I've long been a fan of the one page moves cribsheet for City of Mist presented in the Starter Set, using it at conventions in laminated form. 

However, it does have a significant weakness; there are missing moves. The two key missing moves are 'Stop.Holding.Back.' and 'Look Beyond the Mist', which are often referenced in scenarios. The key downtime moves are also missing.

I spent some time recently doing an updated sheet in the style of the Starter Set which includes the following changes:

Added moves:

  • Look Beyond the Mist.
  • Stop. Holding. Back.
  • Downtime Montage (cinematic).
  • Flashback (cinematic).
Guidance on making moves:
  • Making a move.
  • Determining Power.
  • Tag Invocation Rules.
  • Burning Tags.
  • Statuses.
All areas are cross referenced by page number to the relevant pages in the Player's Guide.


I recommend that you print it double-sided, short-edge binding and laminate.

City of Mist is copyright Son of Oak and all their rights are reserved. This cribsheet is intended for personal use only. Buy the game, it's fantastic!

23 March 2025


Airecon 10 (2025) - Harrogate - After Action Report

A large illuminated AIRECON sign that greets you as you enter, with a gaming hall behind.

Airecon in my local gaming convention, but I've never been properly*, mainly as it is very boardgame focused. However, over the last few years, that has been changing. One of my fellow Garricon organisers, Graham, has been helping to organise a roleplaying section to the event. This has been growing steadily, and had 18 tables available in each organised slot, with 16 games offered consistently throughout the weekend. 

*I did pop in a couple of years ago for an hour (which cost me a full day's ticket) to catch up with Graham and Tom and was really impressed at the scale and shear organisation.

Graham asked me to run some games, so I pitched two City of Mist and one Traveller scenario for the Saturday and Sunday. I deliberately picked the four hour slots as I know I most comfortably run games around 3.5 to 4.5 hours. However, the turn around between slots was small so there wasn't really scope to overrun. Saturday was the City of Mist day, with my forever game Traveller on Sunday. I'd run all the scenarios pitched at conventions before, so I knew they worked fine.

I had this mad idea that I'd take the bus from home to the convention, but that fell by the wayside when I realised that there wasn't a bus late enough for the Saturday evening slot (finishes at 23:00, last bus around 22:40) and that I'd finish gaming on Sunday and not be home for another hour and a half (on a twenty minute journey). So it was parking at the local multi-storey carpark for the day. However, aside from food that was my only real expense for attending, as you get a free ticket if you are running.

The queue outside Harrogate Convention Centre, which has a glass and columned exterior. Photo taken looking across the road at the people.


Preparation for the convention was quite gentle, as I'd run the games before. I spent a bit of time pulling together an updated City of Mist cribsheet  (the one from the starter set evolved to have all the critical moves and some guidance), and then just checking I was happy.

I arrived in Harrogate just after 10:00, and was in the venue queue shortly after. As entry requires a bag search (every day) it was slow but steady with two doors open. I had a clear slot, so I wandered towards the trade hall to have a look and coincidentally bumped into Graham, who had already had a full day of being the Roleplaying Tsar.

A tray of dice on the Dice Shop Online stand. Lots of multicoloured dice of various sizes on show. 


The trade hall was heaving. Fortunately, I wasn't there for any boardgames. The roleplaying vendors were limited in number, but did have a good selection. However, there was nothing I was especially after and I managed to talk myself out of any new Mothership material or the Ronin Mork Börg hack. I did grab a new hard dice tray, as my existing neoprene ones have all developed creases. I said hello to Fil and Paul at All Rolled Up who seemed to be very busy (which is exactly what they'd want).

A signpost showed here everything was located in the convention centre.

After my initial reconnaissance, I headed off to find the Queen's Suite, where the roleplaying games were being held. I resisted the Bring and Buy as there was a huge queue of people looking for bargains and dropping off games, and passed the Chaosium stand. Lunch was a sandwich from one of the many food stands. Airecon has a great selection, and even if the food hall is a bit of a trek, the food on offer is worth a look. 

Table set up for City of Mist, with characters and map in the middle and crib-sheets set out ready to use.


And then it was time for games. I set the table up, and as ever, City of Mist looks really impressive on the table. 

My first game was 'The Uninvited Guest' (the 'Unwanted Guest' in the Local of Legends book) which I'd run recently at Revelation. I'd originally got three sign ups that Graham was aware of, but people were signing up until right before the sessions so you had no idea whether you'd have a full table or not. As it happened, I needed up with two people as one had dropped out. That pushed us towards a more initimate investigation, probably a bit more like the genre (which I describe as Netflix Marvel) that the game emulates so well. I gave the players a few experience bumps (three each) to compensate, and we explored the scenario. It never fails to amaze me how differently different groups of people approach the same problem. It's one of the fun things of running the same scenario again as a GM. 

Characters in play: Declan L'Estrange and Bassie.

Ultimately, they prevailed, and seemed very happy with the outcome. One of the players went away happy, as they'd wanted to understand how to play the game as they had it, but didn't quite grok it.

Table of bling - map, handouts and more - for City of Mist.

I dived out from the gaming area and grabbed a pizza in the food hall. The guy making it was worried I'd be disappointed, as it was on the gluten-free base, but it was just what the doctor ordered. It was nice to catch up with an old friend over the meal.

My second game was 'The Maestro of Chalk', which was also from the Local Legends book. I'd previously run this at Revelation in 2024, and it'd presented some challenges with character selection that I'd taken onboard. I'd addressed this for both games by pulling out the pre-generated characters that were a bit too focused for the scenarios. This worked well, and I don't think that anyone felt that they were limited in choice.

Table bling for City of Mist - characters, status cards and handouts.


I had a full house for this game, five players, several of whom I knew from other conventions. They seemed to click as a group, with lots of interplay and zing at the table. I had a lot of fun as part of the opposition they faced could beguile people, and face danger rolls kept on getting failed and people kept on giving the opposition lots of updates on their investigation. They faced down a very dangerous threat which could cause a lot of damage, and worked out its weakness. It was amusing to see a monster taken down by spraying it with a one litre bottle of mineral water! Overall a fun game!

Characters in play: Detective Enkidu, Lance Sullivan, Mairead Conroy, Flicker, Scarlet 

Then it was back to the multistorey and home.

I didn't rush in on Sunday morning, as I wasn't running again. Arrived, cleared through the bag checks and had a wander around the trade hall and then a look through the bring and buy. Picked up a boardgames on spies (City of Spies - Estoril 1942) which looked intriguing and cost a whole £10. The bring and buy seems magnificently organised.

Quick chat with David Scott on the Chaosium stand. We've not talked for years and it was nice to see him. Sadly, most of what Chaosium produces isn't my cup of tea these days. 

I had a good natter with Graham as he was diligently signing thank you cards for GMs, then we went and hit the street food. I had a lovely lamb, couscous and salad dish.

Table read for Traveller.


My final game was the misleadingly titled 'A nice and easy in and out' for Traveller. Nominally, I was using Cepheus Universal, which is functionally Mongoose Traveller 1e (and not that far from 2e), but it all faded into the background.

Some more drop outs and I had two players arrive. I started setting up and explaining how the game and characters worked, then another player walked up and asked if they could join as the game they were in wasn't running. I welcomed them to the table and passed them the remaining characters to check out, and started my introductory spiel again. And then another person came up and asked me if they could join in. They were a volunteer but weren't needed right now. I welcomed them too, and started to do the introduction again. 

It was that point where I realised that I had a table of players who had never played Traveller before and wanted to find out about the game. It always makes me nervous, as I'm showing them my forever game and I want them to love it! I was also conscious that I was running a scenario that didn't really showcase the Charted Space setting. However, I knew that it had worked well at TravCon 2024 and I've been running Traveller for over forty years so the system isn't a challenge for me.

Loke games battle map of a warehouse in use in the scenario.

The scenario is a simple heist and double cross, which seemed to go down well. There was a bizarre moment when one of the players started laughing, then explained that the warehouse map I'd just opened had been used in another scenario that they'd played the previous year on the Sunday. I guess it's a small world and the Loke Cyberpunk battlemaps are really good. I used some of the tricks from TravCon, stealing the Legwork and Alertness clocks concept from The Sprawl again.

The player who had arrived last dropped in and out of the game; I wasn't sure how much they'd enjoyed it but at the end they had a really enthusiastic and animated chat with me which suggested that they had. Another of the players had a skim of the Mongoose 2e rules on my iPad and liked what they saw. I'm hoping I've won another few people over to the game, if not the setting. 

Then it was time to go, and I headed out from a convention hall that was being packed up without a care in the world and no need to check everything was okay. I should do more cons when I'm not in charge! I intend to return to Airecon next year. 

23 March 2025


01 March 2025

First Impressions - The Jägermeister Adventure (Cepheus / Traveller)

A black book lies on a grey desk over a black keyboard. In the middle is the image of a purple and yellow coloured spacecraft in a blue sky, flying left to right and trailing fire. The image is in a band in the middle of the cover, and either side of it are the words "The Jägermeister Adventure". To the bottom left are the author's name's but only 'Tom Price' is legible.
A printed out copy of 'The Jägermeister Adventure'.

The Jägermeister Adventure is a 127-page mini-campaign for Traveller/Cepheus by Moon Toad Publishing, which should give around six sessions of play. It is available as a PDF only at the moment - I printed a hardcopy for use at the table shown in the image above because I plan to run this with my gaming group next.

The Jägermeister Adventure has the characters as a bounty hunting team who end up in pursuit of fugitive who may ultimately threaten the well-being of tens of thousands of people. However, when they start the chase, all they know is that the individual, Eric Voss, was on the defeated side of a war that ended with a strategic exchange of nuclear and other weapons of mass destruction, a war which rendered the planet Valkos a Red Zoned radioactive hell-hole, and that he is wanted for theft of documents from the Grand Imperial Library of Kahn. Lethal force has been authorised and he is believed to be armed and dangerous. 

The book is set in the Minerva Cluster, somewhere on the fringes of the Imperium. Key maps and background are provided for the star systems, planets and locations likely to be visited during the campaign. These are all produced to an excellent standard. There are deckplans, illustrations and statistics for four different starships including the Jäger-Class Bounty Hunter vessel that the players will be using as they take their roles as shareholders of Assured Couriers GmbH, a courier and package retrieval (aka bounty hunting) service.

The various worlds that the campaign visits are all very distinct and a degree of wits will be needed to succeed in the hunt for Voss, if only because they have limited legal authority. The campaign is not shy about presenting hard moral decisions or showing the realities of the aftermath of total war. Although Voss' motivations are understandable, it doesn't make them palatable and the consequences of failure are high stake.

The book repeats some elements of Moon Toad's Bounty Hunter Handbook. I'll be reading that and the Mongoose Publishing Bounty Hunter book over the next month as I prepare to run the campaign. There are references to a couple of other ships that Moon Toad have released as supplements, but they aren't key to the plot so you don't need to own them (but may well want to).

Written and illustrated by Ian Stead, Tom Price and Neil Grant, this is the kind of Traveller adventure I like, grounded and gritty, but with spaceships and the future.

Overall this seems excellent and I look forward to trying it out at the table.

1 March 2025

Games in February 2025

 

A doughnut graph showing the games I've played this year, half of which I discuss in the text, with the rest covered in a linked post about Revelation 9.
RPGs so far this year

I didn't post anything on the roleplaying games I'd played in January as there were none, but things took off in February. I had 10 game sessions in total, five from regulars and five from Revelation which I have covered in another post earlier.

A Roll20 desktop covered in a collage of maps and images of things seen in the campaign. At the bottom left, all five people playing smile at the screen. On the right is the chat window with lots of dice rolls. The middle top of the screen has six clocks for tracking the meta currencies of threat, momentum and fortune. Two blue d20s lie on the VTT, showing 16 & 18.
The final picture from Shadows of Atlantis as we wrapped up.

The regulars were two sessions of Trail of Cthulhu's Eternal Lies and then three sessions of Shadows of Atlantis for Achtung! Cthulhu. Those were the last sessions of the Atlantis campaign, which came to an end after 28 sessions having started back at the end of 2023. Overall, I enjoyed the campaign but I've no hunger to run any more of the setting and system, so I've started to sell it off (just the core rules left now). I'm working out what to run next; Traveller is leading the list.

Screenshot of "Eternal Lies" game with three windows open on a Mac. To the left is pCalc’s Dice with a yellow D6 showing a 5. In the middle is a zoom window with Rädler-Jones us arranged in a column format. To the right is part of a Safari window showing Google Docs and the character sheet for Lotte Rädler-Jones.
Eternal Lies in full flow.

Eternal Lies continues to delight, and it is the most intense roleplaying that I have done, and something I look forward to. I feel disappointed when we have to postpone sessions. We're 52 sessions into this campaign, which has slow burned as we started it in 2021!

I'm drawing on face-to-face versus online this year. The online is either Roll20 or Zoom at the moment.

A good gaming month.

1 March 2025


Books in February 2025

 

A cover collage of twelve books, a mixture of fiction and roleplaying games, with a header that reads "@Cybergoths February 2025 Reads".
Cover Collage for February

February was a month with lots of reading; twelve books and 3,039 pages which is higher than my usual. Three roleplaying game books, one graphic novel and the rest were a mixture of fiction. I have also been working my way through an audiobook which is around the nineteen hour length but I didn't quite finish that in the month.

The graphic novel was the latest compiled volume in Titan's Blade Runner line, called Tokyo Nexus. It didn't add a lot new to the canon, but it was an interesting perspective of a city and culture that I haven't seen before in this universe.

One of the roleplaying games, Comrades, was a re-read as I ran it at Revelation 9 this month. If you fancy a game which gives you the chance to play a revolutionary cell against an oppressive regime, then it may be the Powered by the Apocalypse game for you. The other two books were both supplements for the Traveller roleplaying game, my forever game. I read Solomani Front, the sector guide book to the region of space that includes Earth, a literal frontline. Lots to go at in this one and it definitely gives a different perspective on the Third Imperium (as an occupying power). I also read Rim Expeditions, which is focused on the exploration missions far to rimward that the Solomani Confederation is staging. Again, a useful and different addition.

On to novels; I ended up reading more crime based novels than usual. There's no real reason, but each book I read tends to be a reaction to the one before.

Satu Rämü's Grave in the Ice and The Clues in the Fjord are the first two of four (so far) Icelandic noir crime thrillers, and very enjoyable reads too. Bizarrely, the English editions have dramatic titles whereas the Icelandic editions use the names of characters in the books instead. The stories relate to the work by the only detective in a remote part of Iceland who is partnered by a Finnish intern officer. I will continue reading this series when the next few drop.

I also read The Undoing of Violet Claybourne which I thought was going to be some kind of cozy manor Agatha Christie style manor house tale but it was so much more. The tale tells of two young girls, one from a privileged background (think Downton Abbey but down at heel) who meet at boarding school. The less privileged one is invited to stay for Christmas and she is drawn into events and her loyalty to her friend is put to test by the friends older siblings. The repercussions get followed through to the Second World War and beyond. It was done very nicely and a touch more brutal than I expected.

Full Dark House is the first Bryant & May mystery from Christopher Fowler (who I first encountered with Roofworld). It follows the first and last jobs of a pair of detectives who lead the Peculiar Crimes Unit. The Blitz is underway and there is a murder in a theatre which them must solve. Cutting to the modern day, Bryant is murdered and May must uncover the links back to their first case. This was a steady paced delight, and I'm glad I picked up a good few of these recently when they were promoted at 99p each.

I dived in the British noir of Ted Lewis' Get Carter. It's a long time since I saw the film so this was a delight to read and I note that there are at least two others in the serious (although at least one appears to be a prequel).

I read the third of the Damascus Station books by David McCloskey, The Seventh Floor, which seemed to wrap things up for the agents involved in the earlier books. Enjoyable and engaging, it is as all spy-fiction must be, a tale of betrayals both political and personal. Recommended (but only after you've read the first two).

Two science-fiction books rounded this month out; Adrian Tchaikovsky's Walking to Aldebaran, and Gareth L Powell's Future's Edge. I've had the Tchaikovsky for a while, as he continues to write faster than I can read his books. The story tells the tale of an astronaut who's the last survivor of a mission to a strange object found beyond Pluto. A good book but suffers from the fact that I didn't really like the narrator in it. The Gareth L Powell is the story of an archaeologist who has been infected by an alien nano-virus but may now hold the key for saving all the sentient races in the local area of the galaxy as some very deadly foes have started to emerge. I really enjoyed this and read it over two evenings.

Best of the month is hard to choose, but if I take it on ratings then it would be a toss up between Future's Edge and The Grave in the Ice, with The Seventh Floor just piped at the post.

Onwards.

1 March 2025