Rindis.com

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

Categories

  • Books (480)
  • Comics (10)
  • Gaming (904)
    • Boardgaming (663)
      • ASL (153)
      • CC:Ancients (82)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (78)
    • Computer games (160)
      • MMO (76)
    • 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 (47)
    • Anime (45)
  • Writing (1)

Patreon

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

Other blogs:

RSS Inside GMT

  • Simple Great Battles of the American Civil War Overview January 5, 2026

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • The Immortal King January 7, 2026

RSS Quest for Fun!

  • The Myth of Rational Animals November 23, 2025

RSS Bruce Heard and New Stories

  • WWII Aviation Industry Part 4 August 11, 2025

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • Sword Dream: Won! (with Summary and Rating) January 6, 2026
SF&F blogs:

RSS Fantasy Cafe

  • Favorite Books of 2025 & Year in Review January 6, 2026

RSS Lynn’s Book Blog

  • Can’t Wait Wednesday: The Unicorn Hunters by Katherine Arden January 7, 2026
ASL blogs:

RSS Sitrep

  • Blockhaus Rock April 1, 2025

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 January Scenario GJ156 Don't Miss Shifty January 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

  • Year in Gaming 2025 January 5, 2026

RSS Gaming Ballistic

  • Mission X: Obviously Not 2025. Life happened, read on. December 13, 2025

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 #2: “Jailbreak” January 4, 2026

RSS Orbs and Balrogs

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

Rogue Elements

by Rindis on December 17, 2025 at 12:00 pm
Posted In: Books

The third Picard novel finishes up the initial run of prequels of the series (the fifth novel is a fourth prequel…). And it is easily the best of the lot.

Following in the trend of The Last Best Hope, I was expecting this to be full version of the background that eventually spills out during later parts of season one, where Rios was executive officer of the USS Ibn Majid, and has is career wrecked after the ship encounters a pair of androids.

Instead, we get a much looser story centered around how he got the La Sirena. Which is at least as logical a choice, and one we haven’t gotten anything on before.

It works well, and the story turns into a sprawling mess ranging from action, to the good ol’ Traveller campaign premise of making payments every month (only ever alluded to), to caper. It works because there is a bigger story than the La Sirena serving as a backbone for all this.

The main MacGuffin of the novel is the “actuality”, a particularly high-fidelity holographic recording. Particularly, some done by a particular artist that are exceptionally ingenious, and deservedly sought after. That comes a bit later of course, since we start with just getting the ship, and then complications start setting in. Overall, the plot structure is sound, and very well done.

Along the way, we get a lot of call outs to various parts of Trek lore, ranging from TOS to characters reappearing from TNG episodes, and events from The Undiscovered Country. These all naturally flow into the novel better than I would have thought if told beforehand. Miller takes a common premise (tramp freighter captain), adds a few things we know are coming (the emergency holograms), gets Rios going with a bit of action, hands him a problem (a debt that he can’t ignore—no matter how hard he tries), and then starts layering in the plot twists. Rios gets to grow past the immediate trauma of losing his Star Fleet career, and Miller keeps an air of fun the entire way.

└ Tags: books, reading, review, science fiction, Star Trek
 Comment 

The Cartoonists Club

by Rindis on December 13, 2025 at 12:00 pm
Posted In: Books

I’ve been aware of this graphic novel for the last few months, and picked up a copy recently. Not having gotten a lot of graphic novels lately, it is still surprising to see good color printing, and good white paper as a matter of course, and of course a Scholastic logo.

The opening of the book is familiar. Makayla is a deeply creative person, with stories and ideas floating through her head all the time. What she doesn’t have is a good way to start expressing all this. This wasn’t me, but I certainly knew people like this.

She has another creative friend, more involved in drawing, but with trouble finding anything beyond single, spur-of-the-moment, illustrations to do.

So, they team up, start a school club, attract a few more creative types, and start learning how to make comics under the light tutelage of a friendly library media specialist (good school!).

The focus of the book changes as it goes. We start out with a character focus, where we get to know the characters, and deal with various struggles on both an artistic front and on a personal front. As we go, this largely drops by the wayside, and we get more involved in how comics work, and how to effectively communicate through them, to the point of the last sections being fourth-wall breaking to show off some of the hidden assumptions of the medium. This latter thread is present all the way from the beginning, as the characters try to wrestle with just what they’re doing, and how you’re “supposed” to do it.

In all, this book is not merely a collaboration of Raina Telgemeier and Scott McCloud, it is a collaboration of their own stories.

If you want more stories of the struggles of middle-school kids in graphic novel form, there’s plenty to choose from, including Telgemeier’s own books. If you want a discussion of how comics work as a medium, the atmosphere is much more rarefied, but the outstanding work is McCloud’s Understanding Comics, which is a book that will really make you think.

It is also the pair of them explicitly handing advice on to the next (and future) generation. You want to do art, make comics? Start a club, gather other people together and start pooling your individual talents! There’s a nice section on expressing emotion and body language which is more involved than Understanding Comics. And there’s very practical advice on how to put together mini-comics and start getting out there on an extremely local level. In other words the book is about how to get your enthusiasm up, start creating, and take your first steps into getting your ideas out there.

└ Tags: books, graphic novel, reading, review
 Comment 

A Short History of the Civil War

by Rindis on December 9, 2025 at 12:00 pm
Posted In: Books

Fletcher Pratt is known to the SF&F community as the coauthor of the “Harold Shea” series (he did others, both with L. Sprague deCamp and alone, but those left a lasting impression). He is also known to wargamers as running a wargaming club in the 1930s, and publishing his naval miniatures rules in 1940.

He also did some historical writing, including a 320-page history of the ACW. It was originally titled Ordeal By Fire in 1935, and then the present title was given to the second edition in 1948. My dad was given a copy by his older brother around ’51, and it set him on the path of being a Civil War nut, and later a wargamer, and an author of books on the ACW. That particular copy has not survived, but he still has a 1963 9th printing of the Cardinal Edition he originally read. I have a 1968 Bantam edition.

In 320 pages Pratt isn’t going to, and doesn’t, say anything I don’t already know, but he does cover the subject well and energetically in that length.

He cycles through subjects, giving the broad movements, the battles, the leaders. Occasionally, there’s a chapter labeled as “Interludes” away from the war itself. Britain’s non-intervention, the draft riots, Gettysburg Address, the Second Inaugural. Everything is handled quickly, but never breathlessly, and passion in the writing carries things forward.

Overall, it’s a good book to develop a basic understanding of the ACW, and likely an interest in seeing more. Very good for all this is the maps. Unlike a lot of books that have a bare handful of maps, if that, and desperately need more, the list of maps here runs two pages.

└ Tags: ACW, books, reading, review
 Comment 

Strike Patrol

by Rindis on December 5, 2025 at 12:00 pm
Posted In: SFB

After Hatten, the next big game with Patch was a round of Star Fleet Battles. None of the Y164 scenarios really appealed, but there’s a number of ships with a Year In Service of Y165, which means there’s already a few lead ships available. Patch also wanted to get back to the basic Federation ship, so we did a basic patrol match built around the Federation strike cruiser from Module R9.

I gave him a CAR and a CS, which total 254 (this was to show off the early refit as well as to make the CA as close a mirror of the CS as possible). So, I took a D7C and D6 as the Klingons, for a total of 249 (remember, there’s no UIM yet, so the D7C is 136, not 141).

The CS is an interesting idea. It loses half the labs of a Fed CA, moves transporters, battery, and probe to the saucer, lowers the engines so the side phasers are LS/RS, and rear hull goes from four to two. All of this is more compact, and movement cost is 5/6, instead of 1. In-universe it’s an ancestor of the eventual Fed BC classes, but it was originally inspired by fan-movies-era Decatur-class.

I took all speed-12 drones on the two Klingon ships, with the D7C having a pair of Type V-X drones, and the rest Type II-X. The scenario starts at Weapon Status II, and the D6 prepared a scatterpack to make up for the slow drone fire rate. I also took one T-bomb per ship.

All ships were going speed 15 for the first turn, with some EW up on all ships. Initial maneuvering took up the first turn, and I was surprised when Patch fired a proximity photon from each ship on impulse 19 at range 29. One hit the D7C’s #1, which exactly bounced off of reinforcement. On impulse 28, range dropped to 22, and I volleyed all disruptors at the CS, hitting with four for eight damage, of which two registered.

Both of my ships sped up to 21 for turn 2, with a hope of controlling the range and trying to wear him down with a saber dance. Naturally, I couldn’t judge approach rates that well, and it became obvious I’d be getting inside of range 8; adding to this was the fact that I maneuvered poorly, and the D7C got out of arc before I realized it. I launched the scatterpack on impulse 10, and Patch immediately fired a pair of proximity photons at it, hitting with both to blow it up. The CAR turned in, and I launched my available three drones on 13, and the D6 fired two disruptors, missing with both, while two ph-2s did four damage, with none registering on the shield.

On impulse 17, the D7C turned in, and reached a range 4 oblique shot on 19. Both of Patch’s ships fired 2xph-1s for 15 damage, and the the CS fired an overloaded torpedo that missed. The D7C fired off the disruptors (one overloaded off of battery), 3xph-1, and 2xph-2. Two regular disruptors hit, and phaser rolls were mixed for 22 total damage, with 20 registering on the #6. The CS and D7C turned off, but the CAR was a hex behind, and now it’s turn was up, hitting the D7C with a 14-point overload and 4 phaser damage (horrible rolls, two 6s on ph-1s) to do 18 damage to the #5.

For turn 3, I slowed back down to 15, while Patch boosted to 17. We both circled around, arranging a pass off our right sides, and on impulse 22 the D7C fired disruptors at range 15 for one hit, which didn’t register on shields. On 27 the CAR turned in, getting range to the D6 down to 15, at which point it fired, getting two hits, and five damage on the #1 (…I may have marked that wrong). I followed up with a couple of ph-2s, but couldn’t get a good roll.

Turn 4 saw us both at speed 15. I was still past the oblique while Patch turned in, and I launched a new set of drones to give him something to do. I then turned so that if we went straight, we’d pass about 10 hexes from each other. Patch then turned in. Ranges dropped, the D7C reached the oblique with the CS at range 9 on impulse 18 and fired, getting three disruptor hits to register five damage on the #1. On 22, the D6 reached the oblique seven hexes from the CS and both sides fired. All four disruptors missed, while one (of two) photons from each Federation cruiser hit the D7C, with one ph-1 from each did a total 23 damage, and the one battery left on the D7C reduced that to 22 to exactly take down the #2. The next impulse, the D7C fired the boom and right side phasers, which did 16 damage on good rolls (the ph-2s especially). Patch fired two more phasers per ship, with okay rolls for 10 internals through the down shield, getting the once-only warp hits and two phasers. The D7C turned off, and Patch swept the closest drone to turn the opposite way. With everything shot out, the D6 turned in, and ended at range three behind the Federation ships but out of arc.

Patch wanted to get away and went speed 20 with no EW for turn 5. The D6 was already in range, so overloaded all disruptors and then went speed 11. This was the bottom of turn mode 3, but even that was already satisfied, and it was the slowest speed that went on impulse 3. The D7C went speed 15, largely limited by the need to repair shields. On impulse 2, Patch moved, on impulse 3, the D6 turned to get the disruptors to bear.


Beginning of Turn 5, showing movement from Turn 4, Impulse 24 to Turn 5, Impulse 11.

I had debated who the target was going to be. I’d been picking on the CS to try and get some power hits and reduce it to the CA’s power curve, but hitting the CAR to give it maneuvering problems different from the CS’s was also a plan. But, since this was on the rear, I stuck with the CS. Patch fired six phasers across both ships, with poor rolls doing 23 damage, 21 of which register, reducing shield #2 to one box. Meanwhile, three disruptors hit, and at range 3, ph-2s are flat, and the boom phasers did 11, for a total of 35 damage on the #3 and 11 internals, which got two phasers, the once-only warp hits, and the APR.

The CS then turned to follow the CAR, which dropped a T-bomb out the shuttle bay. I was surprised four impulses later when my drones did not set it off. He just wanted the ships to have to go around. On impulse 11 the D7C fired at range 12, getting three disruptor hits though the down shield for another nine internals for another phaser and warp hit.

The rest of the turn was spent with me getting my two ships back together, and Patch swung around at the bottom of the turn. For turn 6, we both had minimal EW, and Patch slowed down to speed 12 while I went back to 21 since I had anticipated a need to chase him down again. I continued on course, and Patch turned to another passing engagement on impulse 6 with an anticipated range of 5. I launched more drones at that point, and Patch boosted ECM. He slipped in on 8, and we fired with a range 8 oblique pass (D7C to CS/CAR; the D6 was at 6, but still a hex away from the oblique).

He fired a phaser at the closest drone, and a pair of photon torpedoes at the D6, while the D7C boosted ECCM and fired at the CS’s weak #6. One 12-point photon hit to do 9 damage to the D6’s #6, while two disruptor hits and decent phaser rolls did 13 damage to get three internals for another warp hit. The next impulse the D6 fired, getting three hits for another 9 internals getting two more phasers and two warp hits (and finishing off the forward hull). I turned off, and Patch fired five photon torpedoes at the #5 shield, but only one standard load hit, and even with a pair of phaser-1s the shield held.

Afterword

We called it at that point, as Patch was going to leave, and I didn’t have much more that I could do (the D7C had shot out the phasers earlier, and the D6 only had two points in the capacitors). We both had problems with dice early on, the D6 especially rolling poorly enough that I was thinking of the old stories of Klingon players marking off crew units when they missed…. However, when it came down to it on turn 5, I got good, if not great, dice for a solid hit through an intact shield. It’s the sort of thing I’d been afraid of getting hit with from Patch the entire time. And he got a good chance on turn 6, where at least I’d presented the option of firing on the D6 with the intact shield or the D7C which was further away. As it was, his dice were terrible on that point, and Patch did not want to hang around when he was down six phasers and a good amount of power.

I got 5 points for the difference in BPV, and another 32 for both of Patch’s ships taking max T-bombs, and 25% of his BPV for forcing disengagement (63.5). Patch got 20 points for my drone upgrades and one T-bomb per ship, and 10% of the D7C’s BPV for doing internals (13.6). That is 100.5 to 33.6 and a Substantive Victory for me (just shy of Decisive).

Patch said the CS does feel nicely flexible next to the CA, the extra power at speed meant he generally had some in transporters (presumably the spare fractions) and had more for EW. My first round of internals showed just how dangerous it is to have minimal aft hull though. Four 8s meant he lost the hull and the APR on a fairly small set of internals, and it’s not that unlikely.

I was also noticing that Patch was facing the same difficulties I’m seeing in soloing a Fed vs Klingon campaign in my spare time. I’ve seen it stressed that the problem with the disruptor is that you have to get into firing position twice to match the damage from the photon torpedo once. However, the one-turn arming cycle means that you can take whatever opportunity presents itself. With a photon torpedo you tend to want to find a “good” opportunity instead of merely an “adequate” one, and Federation ships can end up waiting through quite a pummeling. This is only made worse by the proverbially iffy nature of getting hits with them. As speeds move up, this becomes more of a problem, and I really don’t understand why UIM and DERFACS (especially) were seen as necessary.

It also explains why the Federation starts experimenting with other weapons. The flirtation with the plasma torpedo is interesting, and might have worked out if they’d ever used anything bigger than the plasma-F. It also explains the later reliance on drones and superior fighters. Drones are the kind of stand-off weapon to help with reloading turns, and emphasize their general superiority in phasers.

└ Tags: gaming, SFB, Y164
1 Comment

Dr Bactrian and the Cursed Collar

by Rindis on December 1, 2025 at 12:00 pm
Posted In: Books

Okay, first, this is a bit of pulp fun, and I shouldn’t try to get too serious with it.

But, I would like to know a little more about the world. It’s not Earth, nor even furry-Earth, as we have novel place names and geography. We have ancient civilizations and the archaeology thereof. This seems to exist in university sponsored digs and rough-and-tumble treasure hunting at the same time. More surprising, we have nomadic tribes in the desert. And we have cell phones.

It’s far from impossible for all this to exist together, but it is unlikely. Notably, you have some modern attitudes competing with the very ’30s pulp atmosphere.

The good news is that if you don’t think about it too hard, the atmosphere works, and the characters fit it just fine.

On the pacing end, I’ll point out that we have lots of very short chapters, and the ebook doesn’t have chapters broken out in a table of contents. This helps with a serial/pulp feel, and keeps the excitement level high with plenty of twists and turns.

Plot-wise, things are quite good. The cast of characters is a little large for the length of story, and I got a little confused on a couple occasions. The action comes up to speed nicely, we get a good amount of rise-and-fall of tension, and a good climax. Sprinkled in are character interactions that do help drive the plot, and of course the return of old lovers to complicate things.

A note at the end points out there are more stories on a WordPress blog, but at the moment, I just see Cursed Collar. Hopefully, there will be more, and hopefully, they’ll be published.

└ Tags: books, furry, pulp, reading, review
 Comment 
  • Page 2 of 306
  • «
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

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