Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (504)
  • Comics (10)
  • Gaming (918)
    • Boardgaming (674)
      • ASL (155)
      • CC:Ancients (83)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (162)
      • MMO (77)
    • Design and Effect (6)
    • RPGs (66)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (32)
  • History (10)
  • Life (82)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (50)
    • Anime (48)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Scavengers’ Deep – Map 33 July 16, 2026

RSS Quest for Fun!

  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • Game 581: Dragon Quest (1982) July 15, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books July 5, 2026

RSS Lynn’s Book Blog

  • Friday Face Off: The Raven and the Reindeer by T Kingfisher July 17, 2026
ASL blogs:

RSS Sitrep

  • Cardinal ASL Sins March 18, 2026

RSS Hong Kong Wargamer

  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones July Scenario GJ162 You Will Engage the Enemy July 1, 2026

RSS Desperation Morale

  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • Felltower - Monsters Fleeing between Sessions vs. PCs replenishing June 28, 2026

RSS Gaming Ballistic

  • B-Scale Detail and Examples July 16, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #7: “Invitation to the future.. of the 1970’s” July 5, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

FB11 Boy Soldier

by Rindis on August 6, 2016 at 12:00 pm
Posted In: ASL

Patch and I recently wrapped up our latest foray into Festung Budapest: FB11 “Boy Soldier”. Since I’d had the defenders last time, Patch took the Hungarians this time. The Hungarians are defending around the Postal Palace (last seen back in FB7) with nine squads, two 105mm ART, another four squads specifically in the Postal Palace and adjacent building, and the eponymous Hero. He gets HIP and a MMG that goes away as soon as it loses Rate, whereupon he goes berserk. While under Ammo Shortage level 3, they also get 80+mm OBA with three automatic black card draws and a field phone. The Russians have nineteen squads of varying types (including six BVR squads split between 1st line and conscripts), including two assault engineers, a FT and four T-34/85s, at least one of which must survive the scenario. The Russians are trying to take 10 ground level Locations in a line of rowhouses or in the Postal Palace and it’s adjacent building (17 possible Locations overall) in 6.5 turns.

The pre-game rubble knocked down most of the line of buildings in front of the victory areas, and four hexes of the victory rowhouses. Patch placed some extra debris to provide cover for lateral movement from the north to the rowhouses to the center of the map. He devoutly hoped that I wouldn’t do what he expected he couldn’t stop: set up to advance along the north side, which is largely what I did. The rowhouses are 10 hexes all by themselves, but they point directly away from the Russian entry area. The Postal Palace area doesn’t have enough to win with, so I decided my main thrust would start by advancing on the near end of the rowhouses, and my south flank would challenge other area directly, with hopes of getting a couple Locations in there as extra insurance.

Patch’s first shot was a ‘2’, which thankfully Cowered and left no resid, but it still killed my HS. The second shot was ’11’ for Ammo Shortage. The third shot was ‘3’ to kill a full squad. After that the dice settled down a bit, and the most that happened was a pinned squad in O19. Patch called an AR on P17, but a six-hex error put it slightly behind his lines in J14. The bad news was that the second ART turned out to be in P11, and it hit P17 for a 3MC vs my best leader and 4MC vs my FT squad. The squad broke, but the leader HoBed into a 10-2 Hero. I managed to Encircle and Pin the forward HS in N19h1, and after that eliminated his only forward outpost in CC with no trouble.

FB11-1R
Situation, Russian Turn 1 showing the full playing area. The red hexes are the Russian entry area, and the blue lines are the limit of the Hungarian setup area. North is to the left.
↓ Read the rest of this entry…

└ Tags: ASL, Festung Budapest, gaming
2 Comments

Dungeons & Sorcery Part 1

by Rindis on August 1, 2016 at 12:00 pm
Posted In: GURPS

Here’s another magic system for GURPS. This one has the goal to get some of the feel of old-fashioned D&D into GURPS. This not quite a complete system, as it should include rules for a character to create a new spell (either for normal use, or as a one-off project, such as enchanting his home with protections). But I’m a long way from figuring that out, and may never get around to it (which would be Part 2).

Magic-users

Most spellcasting ‘in the field’ uses thoroughly-researched pre-assembled spells. They are effectively recipes giving the general procedure to produce the desired effect, complete with instructions on how to make small adjustments for current conditions (positions of the stars and planets, current weather, etc.). Many of these spells have limitations that may seem odd or arbitrary, and most of the time this is because it is the most stable version of the spell, and least likely to start giving odd (and potentially disastrous) results because one planet happens to be in retrograde today. As long as a magic-user has a spellbook with a particular spell available to study (and double-check for needed adjustments) on a regular basis, these spells are very reliable, and are treated as Sorcery-style powers.

The rest of the time, magic is a drawn-out, tedious affair, where the magic-user determines exactly what he wants to do, and works out all the possible variables, and then plans the best time to perform his working (“The stars are right!”). This is usually the most efficient possible time, to keep the casting energy down to something reasonable.

Sorcerers using this system, which requires study of spellbooks and lots of gesturing and chanting are generally known as magic-users.
↓ Read the rest of this entry…

└ Tags: Dungeon Sorcery, gaming, GURPS, rpg, Sorcery, Thaumatology, theorycrafting
17 Comments

The Battle of Salamis

by Rindis on July 28, 2016 at 12:00 pm
Posted In: Books

Barry Strauss has written a very accessible account of the second time the Greeks fought off the Persian Empire. He spends a good amount of time on the background: the Ionian revolt, the general configuration of the Persian court, etc. Along the way, we good descriptions of triremes, the geography, and the backgrounds of many of the important people. So it’s was a little surprising that he spends so little time and descriptive power on Marathon and (while talking about the aftermath) Plataea. But, Strauss is fixated on the water; the fighting at Thermopylae gets decent coverage, but the naval fighting at Artemesium is where the early focus lies. This generally makes sense for a book mostly about a naval battle, but enough other things are thrown in that I found these omissions surprising. A nice touch is that every chapter has a small map near the beginning (at least in the Kindle version, they might be elsewhere in print).

The biggest enemy in any book looking back ~2500 years is the lack of sources. Strauss leans heavily on Thucidides (who I agree is more reliable than sometimes given credit for) and Aeschylus, but does leaven his text with a few other sources and modern reconstructions of triremes. He does not hesitate to speculate, but marks these off with ‘we may assume’, etc., so you know when he is doing so (which, as to be expected, is pretty often).

Generally, he does a good job with his analysis, but there are places I disagree. He compares the Spartan stand at Thermopylae to Persian confusion at Salamis saying “Leonidas served a transcendent cause, while the Phoenician king Tetramnestus merely calculated the odds.” I’d think Leonidas saw delaying the Persian army as much as possible as his strategic goal, while Tetramnestus’ only goal was the destruction of the Greek navy; if that wasn’t going to happen, then the battle wasn’t worth fighting. He also assumes that Artemesia must have fooled the Greeks into thinking hers was a Greek ship, and Xerxes into thinking she had just rammed a Greek ship during a famous incident when she rammed her ally Damasithymus’ ship (this is the usual view). I wonder. Given that there are only a few angles at which ramming is truly effective, I wonder if she had just put her ship in position much more difficult to get at (by having to go through Damasithymus’ ship to do so, for instance). Given normal courtly politics, Xerxes may also have been willing to celebrate the competence of someone who instantly saw and acted upon a chance to avoid defeat/capture and cut down a rival at the same time.

The subtitle is a bit mixed. ‘Saving Greece’ is hard to argue—except for the fact that ‘Greece’ was not a very cohesive concept, a fact pointed up, as Strauss does, by the fact that a lot of ‘Greeks’ fought for the Persians. But there was a cohesive Greek alliance, fairly untroubled by defections to Persia, and Salamis was the turning point in the campaign. As for ‘Western Civilization’… Strauss notes that, perhaps, defeated Greeks would have fled to Italy and continued on, even retaken Greece. But there’d be no Delian League, what he calls the birth of ‘imperial democracy’. “Defeat at Salamis would not have deprived the world of Greece’s glory but of its guile and greed.” From there he talks about the road to Western political philosophy. So it’s not just hyperbole.

└ Tags: books, history, reading, review
 Comment 

Off To See the Red Wizards

by Rindis on July 24, 2016 at 12:00 pm
Posted In: D&D

The sixth FR-series supplement headed east, extending the detail maps of the Forgotten Realms another panel to the east of the original boxed set ones (while jogging slightly south), and hit the eastern edge of the large map in the process. This centered the book on one of the peripheral villains of the setting, the Red Wizards of Thay. The Wizards themselves remain popular villains (including a 5e adventure series that echoes the title of this book), and the general area has been revisited in Spellbound and Unapproachable East.

The module returns to the normal layout: 64-page detached book in brown ink with faux-parchment background, one poster map, and no printing on the inside cover. The east edge of the map just barely shows some of the Sunrise Mountains, another convenient chain that defines the edge of the known lands of the Realms (there’s only a bit of hint of foothills on the boxed set’s 90 mi/in maps, meaning this map actually goes slightly off the edge of that map). While there’s some very nice Valerie Valusek illustrations, and a reproduction of the main map in the book, there’s no detail maps to be had (perhaps because the Red Wizards forbid any maps to be made of their cities…).

While Thay is actually only a part of the area covered, they are front and center in the book, even when they aren’t (the ‘History of Thay’ and ‘Geography of Thay’ sections actually cover a lot of things outside of Thay). Surrounding countries are largely defined by how prepared they are, or who they typically ally with, to fight off Thay when they inevitably invade. Make no mistake, Thay is an evil country; expansionist, power-hungry, and with an economy built on slave labor. It’s made clear that not everyone is evil (just like a ‘good’ country doesn’t have an entirely ‘good’ population), just everyone in charge is.


Region the FR6 map covers. The pale section on the right is where it sticks past the original 90 mi/inch map area.

Overall, Thay is given a well-rounded presentation. There’s no ‘rule of law’, just tradition and pronouncements, no one system of taxation (merchants going through one city are effectively ‘taxed’ by the Thieves Guild…), but there is administration. The Tharchions handle the ordinary running of the country, and defer to the Zulkirs (the top Wizards) when they intervene. With a bunch of high-level magic-users in charge, one might wonder how Thay isn’t much bigger than it is, especially since most of its neighbors don’t have the ability to resist that sort of firepower. But the Zulkirs aren’t a united group, and often work against each other to prevent any one from becoming too powerful, moreover there are some who would rather research, and not deal with wars disrupting trade in rare spell ingredients. And the economy is changing, with an emerging middle-class that the powers that be are uncertain about.

Late-era 1e AD&D seems to have gotten an inclination to keep adding new spells to the system. Focused on a set of wizards, FR6 naturally spends ten pages on new spells more-or-less unique to the Red Wizards. This could have been great, if the spells had a bit more flavor, like many of the ones in FR4 had. Unfortunately, many of these actually borrow from existing Cleric and Druid spell lists, with minor changes (different levels, different component requirements, and slightly different effects), making it feel more like they are destroying the essential flavor of those classes instead of adding anything new. Also, the largest section is for Abjuration (protection) spells, the bulk of which are variations on the theme of ‘Protection From [Effect/Creature]’. This could allow a Red Wizard to be annoyingly difficult to deal with, if he knew which spells to memorize beforehand.

There is also an eight-page player’s guide to Thay. Instead of the well done in-world introductions of the Gazetteer series, the bulk of this is taken up by giving the available spells to learn if you’re a magic-user studying in Thay, or are from Thay. For a campaign visiting the mysterious country for the first time, half the player’s guide needs to be hidden away. But the first sections are a handy player-facing glossary, and a set of rumors. The latter are followed up in an adventuring section that gives further information and inspiration on what to do with them (this is much better than the usual approach that can leave you wondering what the author was thinking about). Thay is currently involved in two different wars, and a few other activities that adventurers could easily get involved in.

The big problem with Dreams of the Red Wizards is that Thay is a long way away from the usual adventuring grounds of the Forgotten Realms line, and the book wanders between presenting it as a possible campaign site, and trying to figure out how to draw existing adventurers from further west into range of the material presented. Furthermore, the power structure of Thay is primed to be rife with intrigue and deadly politics, but very little is really said about that, making an internal-view campaign difficult to set up. This isn’t as good as the highlights of the series (Waterdeep and the North and The Savage Frontier) as it doesn’t have the same ‘sufficient unto itself’ feel, but despite the problems, still presents a lot of material very well.

└ Tags: D&D, Forgotten Realms, gaming, reading, review, rpg
 Comment 

The Burning Stone

by Rindis on July 20, 2016 at 12:00 pm
Posted In: Books

Book three of Crown of Stars introduces Zacharias as the new viewpoint character to help hold the book together as a separate unit. His story is largely passive, as he follows Sanglant’s mother, who re-enters after her exit in the original prologue. He also doesn’t get nearly as much time as Anna did, but it is put to good use introducing elements that are important later, and Zacharias develops nicely through the book.

Liath continues to be the main center of interest, and also holds the book together as she is confronted with the same choice at the beginning and end of the book. Much is finally revealed about her background, though uncertainty resists. And in the middle of it all, we get the info-dump that puts the ‘epic’ in this fantasy….

Meanwhile, Alain, having gone from the bottom to the top, rapidly descends back to the bottom of the ladder in this volume. He stays very essentially true to himself, even as everything he’s gained is taken away, and major changes (including a shift to a completely different subplot) are promised for book four.

And in addition, all the other plots keep going, and the scope of the series continues to expand, with the action leaking out from Wendar to the south and east. Overall, despite the increased length (800 pages instead of 600) I felt this one held together a bit better than book two. It doesn’t deliver the excitement of the end of the previous book, but it maintains a good pace throughout, and doesn’t bog down the way Anna’s story did for me.

└ Tags: books, fantasy, reading, review
 Comment 
  • Page 185 of 315
  • « First
  • «
  • 183
  • 184
  • 185
  • 186
  • 187
  • »
  • Last »

©2005-2026 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑