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The Gathering Storm

by Rindis on October 11, 2016 at 12:00 pm
Posted In: Books

As the Crown of Stars series nears its end, this book loses its individual identity. There’s no real ‘spine’ overtly holding this book together as a unit. No new characters to speak of.

As a result, The Gathering Storm does feel ‘looser’ in the plot department.

On the other hand, the cataclysm that the series is centered around is drawing close. One of the more prominent subplots here are the Seven Sleepers’ quest to take control of the Crown so they can cast the spell to keep the exiled bit of Earth from returning. Unfortunately, this is undermined by much of it being in the hands of tertiary characters and away from all the viewpoint characters, so it’s hard to tell how well its going much of the time.

The fact that time is pressing is also undermined by the fact that it is always hard to grasp how much time is passing in this series. With multiple separate groups to switch between the series naturally hops back and forth a bit in time, so figuring out just when everything is in relation to each other is difficult, and is made even more so by the fact that traveling through standing stones takes a variable amount of time. I think being a bit more rigorous about keeping track of the progress of time in the book would have helped ratchet up the tension.

While the book in one sense feels like a ‘holding pattern’ while we chew up time to the cataclysm, there’s plenty to hold attention too. Alain and several other characters spend a lot of the book battered by outside forces without any real time being proactive. On the other hand, Liath and Sanglant finally get (briefly) reunited, get a chance to work out some of their troubles, and they provide much of the forward momentum for the book.

It’s not a place to start reading (hey, book 5!), but it seems to have set everyone up for the final act quite well. It’s hard to judge on it’s own merits because of this, and my opinion wavers between ‘took too long for what it did’, and ‘kept me engaged the whole way’.

└ Tags: books, fantasy, reading, review
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Bonds of the Sequel

by Rindis on October 7, 2016 at 12:00 pm
Posted In: D&D

The sequel to SSI’s first D&D computer game was a little odd in that it was also a sequel to the novel Azure Bonds. On top of that, the TSR adaption of the game into a module carried the code “FRC2”, implying that the codeless Ruins of Adventure should have been FRC1. Ironically, while the SSI games continued, this was the last one TSR turned into a traditional adventure module, leaving Curse of the Azure Bonds the only module with a FRC code.

While physically similar to the previous module (a 96-page perfect-bound softcover), in many ways it is its opposite. Where Ruins felt messy and incomplete, this one is clear and well-presented. Where Ruins was confined to a small city, this one goes on the road with extensive travel. Where Ruins was a small campaign sandbox, this one is a railroaded plot-driven adventure. A small bit of discontinuity is that Ruins of Adventure implied that anything more with Tyranthraxus will happen up in the north of FR5 The Savage Frontier, while this adventure turns west and south to the Dales/Cormyr heart of the original boxed set (and focus of Azure Bonds), the first game product to return to the main area of Ed Greenwood’s campaigns.

Azure Bonds and Ruins of Adventure/Pool of Radiance are considered to have both happened around May/June 1358 DR, and this adventure starts in October. History (of the Realms) has not been kind to this adventure, with the 1358 DR portion of the timeline getting crowded. The Time of Troubles (Avatar trilogy) is supposed to happen from June to October 1358 DR (effectively wrapping up as this, published earlier, adventure starts). Later reworkings of the timeline apparently move Azure Bonds back to 1357 DR, while Pool of Radiance is now set in 1340, which pretty much destroys the setup for this adventure.

The module gives two general ways for things to begin: an ambush in which the party is defeated (the numbers, power, and tactics are good enough to make it likely if never guaranteed), or just skipping to waking up in Tilverton with about a month of memories missing. There are some disadvantages to that, as there are a couple of extra encounters meant to ‘prime the pump’ with some relevant information, but that can be provided a bit later.

There… has been a lot of ink/electrons spilled over the years about how bad an adventure start this can be. It can work, and can certainly be the natural fallout of the course of a campaign, but when forced like this, it shows that the adventure is a fairly heavy-handed railroad. Despite the fact that it is meant to feature the party from Ruins, this is an adventure that needs some real player buy-in and it may be best to run it by starting a new group waking in Tilverton. The good news is that the bulk of the characters’ gear and equipment is left to them, as the villains want capable adventurers for their plans. (Though as there are no pre-made characters provided, figuring out that gear for a new party will take a little effort.)

In fact, the adventurers could just go back to their previous business if it weren’t for these strange magical blue tattoos with five sigils they got somewhere….

The bulk of the module splits up into five sections, each one being a mini-adventure dealing with one of the organizations behind the ambush and tattoos. The first section happens in Tilverton, and picks up a couple threads of ‘current events’ from the original boxed set, while also paralleling part of the novel (poor Giogi does a repeat performance, but still doesn’t get any game stats, even though he gets kidnapped in the adventure, and would go on to be the main character of the novel The Wyvern’s Spur in about a year).

Once business is taken care of in Tilverton, the module opens up a bit. A quick, but informative, two page gazetteer of the area of the module outlines the area and an appendix has a collection of encounter tables for the region. The party should have some idea of what, and some of the who, they’re dealing with at this point, and have places to go. And if that isn’t enough… the module hits them over the head with an informative dream (with repeats after every section is finished). Of the four remaining problems for the party to deal with, three of them are legal targets at this point, with the last saved for the end fight.

With a bit better information management, the need for dreams (sendings from Elminster, that meddler) wouldn’t be necessary. Defining ‘hooks’ from each of the middle three groups to any others not yet handled isn’t hard. A bit tougher is saving the last for last without getting heavy handed. Veterans of Ruins of Adventure should recognize the fifth sigil that almost no one else knows of easily enough. As written, the module allows the players to know where he is fairly easily, but possibly too soon. It’s also a little vague, as the party could end up confronted with a (huge!) barrier with no immediate entrance if they approach from the wrong direction.

The final part of the adventure both works and doesn’t. It doesn’t necessarily feel climatic. Actually, it feels a lot more arbitrary than the other sections, which have a bit more life to them (somewhat literally, with the amount of undead around). On the other hand, this isn’t too hard to improve on: First, if the characters are veterans of Ruins of Adventure, the rematch against the villain should have a lot more punch for them. Otherwise, it mostly requires playing up how much he masterminded everything, and brought this entire plan together! Time to ham it up!

An appendix at the back of the book gives information on the prominent NPCs, repeating information on Alias, Dragonbait, Azoun IV, Akabar, Olive, and Elminster from FR7 Hall of Heroes nearly verbatim (if a bit edited). Fzoul Chembryl and Vangerdahast have extensively rewritten entries. A few new characters, plus the descriptions of a few magical items (/macguffins) are provided, though most of these should get killed off in the adventure. The only truly new bit of lore is a full entry for Alusair Nacasia (Azoun IV’s daughter and heir). On the other hand, the module has a lot more to say geographically. Tilverton (which only had a mention in the entry for Tilver’s Gap as a whole) is provided with a full-page map and some description. A full-page map is given of Voonlar… which isn’t all that important a location in the module. As well, most of the map of Shadowdale and the map of Myth Drannor are repeated from the original Cyclopedia.

Curse as the Azure Bonds is often described as just the game version of the novel Azure Bonds, instead of a sequel, which probably explains the re-use of almost all the primary and secondary characters of the original. But while the characters wake up in the same situation, and with much the same questions as Alias, the novel picks up a lot of weight as the questions start going into the actual nature of Alias herself. The use of plug-in characters for this adventure means there’s no opportunity for that, and the adventure sticks with the initial surface story of the novel with different villains all the way through. That is, in essence, the nature of many poor sequels.

Despite that, the different demands of a novel and RPG adventure allow this module to stand well on its own. Unlike the previous Ruins of Adventure, this is runable without a bunch of extra prep work. However, it also requires much more player buy-in. Beyond that, however, it comes down to whether the players would rather stay in one place and see it improve as their efforts pay off, or if they’d rather be more of a wandering band seeing the sights (and there are a lot of sights to see in the Forgotten Realms). In both cases, they are built around a fairly episodic structure with an overarching campaign behind them.

└ Tags: D&D, Forgotten Realms, gaming, reading, review, rpg
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To Honor You Call Us

by Rindis on October 3, 2016 at 12:00 pm
Posted In: Books

The cover of H. Paul Honsinger’s first book promises grand old-fashioned military SF. And he delivers on this.

The general setup is familiar: officer with his first command of a warship gets a ship with a troubled, low-morale, crew and has to turn it around to do great things with it. Also, the ship’s doctor is the secondary character in a parallel with the Aubrey–Maturin series.

There are some problems. There’s some decent explanations for certain things, like why ships don’t self-destruct in the face of boarding. But ships have a ‘top speed’, and there’s a couple cases where acceleration and speed seem a bit confused (though it’s still much better than some popular franchises…). Considering that the main ships decidedly don’t have reactionless drives, they’re going up to high percentages of c awfully easily. The series follows its Age of Sail antecedents in a way that feels natural, but when you think about it, there’s some problems: There’s no sign of computer expert systems or other modern computer technologies, much less any sort of remote-operated or computer-controlled drone/secondary vehicles.  Having 8 to 10-year-old boys on board as part of early training is handled well in the novel, but I still wonder what’s happened to child labor laws in the next three centuries.

On the other hand, the writing is very good, and provides for the characters to contemplate larger questions and show some humor in turns. It kind of ticks through several minor tropes in turn, which lends some predictability, but they’re well handled. Best of all, the military elements feel right, with a great combination of hierarchy, tradition, and pragmatism.

It’s kind of “80s” military SF, done well, and despite the quibbles is a really fun read; I poured through this faster than most anything else I’ve read lately. It’s a good action-adventure story, and as such succeeds very well.

└ Tags: books, military SF, reading, review, science fiction
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Dungeons & Sorcery Spells 1

by Rindis on September 29, 2016 at 12:00 pm
Posted In: GURPS

This is a follow-up to my previous Dungeons & Sorcery post, with ten more spells converted from AD&D for use with GURPS Sorcery. As with any Powers write-up, these are easy enough to convert to use in some other power structure, most likely removing the ‘requires gestures’ and ‘requires speech’ limitations, which will make them cost slightly more. I’ll note that Charm Person can be nasty enough as-is, and might cause extra trouble with those limitations gone.

Also, reversed spells are being separated out as fully separate items, as building an alternate ability into an alternate ability spell starts getting silly, and doesn’t really get to the D&D situation anyway, since you have to memorize them separately. I generally note in the descriptions that ‘they tend to appear together’, but there’s no reason that has to be true in this system. (A note for the future spell creation system: make it easier to create the reverse of a spell already known.) Also, I’m grouping together related spells that are completely separate in AD&D.

Armor (C)
Conjuration, Somatic, Verbal, Buff
19 points
Casting Time: 4 seconds
Casting Roll: none
Range: Touch
Duration: 3 minutes

You create an invisible barrier of magical force that provides DR4 to all locations of any one subject you touch. This is interfered with by all other forms of protection (other than innate/internal DR such as the skull and Tough Skin), and will not stack with DR from other sources, but the best source of DR available for any location can always be used (so even a well-armored knight would still gain DR4 for the eyes or chinks in the armor).

Affliction 1 (HT; DR 4 (Can’t Wear Armor, -40%; Force Field, +20%; Magical -10%), +140%; Fixed Duration, +0%; Melee Attack, C, 1, -20%; No Signature, +20%; Requires Gestures, -10%; Requires Magic Words, -10%; Sorcery, -15%; Takes Extra Time, x4, -20%) [1.75×10]
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology
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The Winter Prince

by Rindis on September 25, 2016 at 12:00 pm
Posted In: Books

This isn’t quite an Arthurian book in the usual sense. Set in post-Roman Britain, The Winter Prince adapts from the Welsh versions of Arthurian legend, taking the general situation to tell its own story.

The entire story is told by Medraut in first person to his mother Morgause, though exactly when and where is unclear, as she doesn’t seem to be present (and a novel makes for a very long letter); perhaps it is really just an inner monologue of Medraut’s as part of coming to terms with his mother. But the novel centers around Medraut’s relationship with Lleu, the heir of King Artos. Medraut is his older half-brother, and in many ways a better candidate for kingship. Lleu is young, inexperienced, and sickly, and has a certain amount of arrogance, while Medraut is experienced, well-traveled, and competent in a number of fields. But it is not to be, kingship is forbidden to Medraut.

The plot of the novel just kind of wanders about through a number of different incidents. But the real purpose of the book is the complicated relationship between Medraut and Lleu. This is well handled, and comes to a good ending. I generally recommend this as a YA book, though it never got me especially involved.

My Kindle edition has a full page illustration by the author at the start of every chapter, so that is also recommended, even if the cover came straight from the stock-photo department.

└ Tags: Arthurian, books, historical, reading, review
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