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Anime Spring 2015

by Rindis on July 1, 2015 at 12:36 pm
Posted In: Anime

And another season of anime has basically wrapped up. Pretty much nothing carried over from last season for me.

Yamada-kun and the Seven Witches — This one suddenly showed up in the middle of the season on Crunchyroll, and has 2014 copyright…. Anyway, this turned out to be my favorite of the season. It’s over after one season, but told a fairly tight story. I think it got a little messy in places, I’m not entirely happy with where it ended up, but it’s what the story needed. Anyway, Yamada is something of a ‘tough guy’ who managed to get into a better high school and is having trouble with the culture shock. And then he discovers a power to swap bodies with a kiss…. (And the voice actors do a very good job of being someone else.) Of course, there’s much more to it than that, and Yamada finds himself getting entangled with more and more people as the show goes on.

Plastic Memories — This was a nice little relationship anime. I wasn’t sure it could really carry for a full season, but it did quite nicely. In the near future, there are fully human-seeming androids; however, after nine years their memory fills up, and the android is recycled…. This is about the department at the company that makes them that retrieves them once the nine years are up.

Food Wars — Because, Japan. More high school antics; but this is at an extremely tough, top-end, culinary academy. There’s cooking, cooking contests (with plenty of Iron Chef references), and… shall we say, orgasmic appreciation of good food. Very silly, but has some good writing. This is continuing, and it’s nice to see the main character starting to realize he’s not quite as good as he had thought….

Is It Wrong to Try to Pick Up Girls in a Dungeon? — Okay, I tried this fully expecting to come out of the first episode going, ‘yep, I can ignore that’, with an outside chance of it being a great farce. Wrong on both counts. It has more than just background elements of harem anime that get in the way, but most of the time, it’s a very good coming of age story. I do hope it returns, there’s obviously more to say.

Amagi Brilliant Park — I only found out about this one late, so I’ve only seen a few episodes so far. Amagi is an amusement park that employs magical creatures from another world (apparently true of most parks in this world), but is run down and hasn’t made a profit in years. They’ve called in high-school student Seiya to run the park in response to a prophesy. So far, he’s scarily competent….

Gunslinger Stratos — This had a good first episode, and then went downhill fast. It looks like it was picking up again mid-season, but I haven’t been bothered to watch any more.

And then on the older series side of things:

Fairy Tail — I’m still enjoying this, but I’ve come up to end of the first series, and I’m waiting for the second series dub to start showing up on the streaming service. Why did they halt in the middle of a plotline?!

Natsume’s Book of Friends — The group of us is still watching this on Anime Night, but that’s slowing down due to scheduling conflicts; we may move Anime Night soon. Anyway, we’ve seen through the first series, and the very beginning of the second series, which is just as good so far.

└ Tags: anime
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Lands of Summary

by Rindis on June 27, 2015 at 12:00 pm
Posted In: D&D

After covering two areas that were already developed, the third FR-series module went off into new territory: the South. The area had of course shown up in the original boxed set, and had gotten a number references in FR1 Waterdeep (as its primary trading rivals are all down there), but there’s no sense that it had ever been a major focus of Ed Greenwood’s campaign, and there were no novels like Darkwalker on Moonshae set there. Part of the area covered would be covered again in Lands of Intrigue, and the rest in Empires of the Shining Sea (both which included areas outside the scope of this product) and one section in particular would achieve fame with Baldur’s Gate II: Shadows of Amn.

Physically, it’s a typical TSR product of the time; a 64-page 8.5″x11″ book with a color cover. Like with Moonshae, there’s nothing on the inside cover, and the cover is detached from the main book, but that’s because there’s two 30-mile per inch poster maps wrapped around the book (one can fit in the middle of the book, but two would be too thick). As such, it is a much more expansive supplement than either Moonshae (which occupied about half of one map) or Waterdeep (which concentrated on a single city), and that presents some problems.

The main book is divided into three main sections for the three countries in the area covered: Amn, Tethyr, and Calimshan. Inside of each section, there’s a quick overview of the country, talking about general cultural quirks, languages spoken, what races are present and the like. The longest section tends to be a description of the various prominent cities (and towns) of the country. Scott Haring stated that it was his intent that each place can serve as as inspiration for an adventure, and this largely works. There’s no ‘typical town, population x’ entries here. Many may not inspire the type of adventure a DM is looking for right now, but some will, and there’s always something.


Region the FR3 maps cover, showing the overlap with the gray box’s detail maps.

The real problem is there’s no focus to the book at all. Each country gets about the same page count (they are all about the same size), and no particular city gets any sort of detailed look. There are also sections on places and people of interest, and these do tend to more detail. Castle Spulzeer gets one of the longest description in the book (and a map) at a bit over half a page. There’s two other maps, one a diagram of a cave complex near the described location, and the other is of the Plaza of Divine Truth in Calimport (which does have the longest description at over a page). Never is the general layout, or surrounding area, of a city shown.

In the center of the book are eight character sheets, and smaller reproductions of the poster maps (in black-and-white). Sadly, this last is the victim of the obligatory layout disaster of the book. The southern map is fine, but on the opposite side of the sheet, one part of the northern map (coasts and rivers) is rotated from the other, making it useless. Seven of the character sheets are pre-filled out with the details of the ‘Company of Eight’ (yes), an NPC group that’s not really described well enough for the DM to know well. The eighth is a blank Forgotten Realms-themed sheet that looks good, but because the book is done in the usual dark brown ink on faux-parchment pattern is difficult to reproduce well (and a few dark info boxes are impossible to photocopy usably).

The south is a much richer place than the north, with several cities larger than Waterdeep, up to the city of Calimport at 2 million (which I think is a bit much; Rome at its height was 1 million, and I’m not aware of any million+ cities in say the Middle East or Persia through the Middle Ages). While some of this it mentioned about in the overall descriptions, there’s no rules/pricing tie-ins given.

In general, it’s meant to be more of an Arabian/Middle-East themed setting, but this is not well supported in the text either. Amn is a stable merchant-dominated state (supposedly meant to have a Andalucia feel to it; I’d think more pre-Crusade Palestine coast), Tethyr has recently lost it’s royal family in bloody coup, and there’s currently no central authority (that feels more like Andalucia to me), and Calimshan is one of the wealthiest nations around, though the central authority is weak.

Calimshan was supposed to have a more Arabian Nights feel, and this actually comes through better, as the past history involves much of the area having been colonized by humanoids from the Elemental Plane of Air. In fact, it’s the one with the best developed history (outlined back 7000 years). In many ways, this feels like it should be the focus of the book, since there’s bigger hooks, that could have interesting consequences, but Calimshan gets the same page count as the other two countries. Also, Al-Qadim would come along and become the ‘Arabian Nights area’ of the Forgotten Realms, forcing a rewrite of Calimshan.

It is by no means a bad module, and if you like maps (I do!) it’s got those. And it does generate a lot adventuring possibilities. But it is unfocused, spread across a much larger area than anything other than the original boxed set (which was focused on Cormyr and the Dales). It’s not a bad module for an inventive DM, nor a bad place to visit, but basing a campaign anywhere in the area would take a lot more work.

└ Tags: D&D, Forgotten Realms, gaming, reading, review, rpg
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In the Militia

by Rindis on June 21, 2015 at 7:47 am
Posted In: D&D

N5 Under Illefarn was the first module written for the Forgotten Realms setting. (N4’s setting was retroactively put into the Realms after publication, and while I think I3-5 Desert of Desolation came out with a Forgotten Realms logo on it first, that was also a case of shoehorning older material into the Realms.) It centers around the town of Daggerford near the Sword Coast about 200 miles south of Waterdeep, and at the edge of the 30 mile/inch maps of the original boxed set.

It is also my first PDF purchase from the D&D Classics store. The quality is a little disappointing. The text has been completely converted over by OCR, and is in good shape. There’s a few glitches (such as a list of spells cutting off at the end of a page, and then the second half of a paragraph from the middle of that page at the beginning of the next) that are probably from the TSR original, though I’m guessing the two commas in a row at one point is new. The cover resolution is barely adequate, and the back cover shows serious artifacting in the text and is crooked. Worse, the maps from the outer screen are passable, but don’t look like they’d survive printing out. The most painful part for me is the header banners. These are identical on each page (well, left and right reversed), but each page has its own copy of the banner, many of which are extremely crooked, and none of which are entirely true. I’m sure this is being done fast and cheap, but it wouldn’t have been too much more work to scan it right once, square it off, and copy and paste it to each page (especially since the same header was used in both N4 and N5, so you just need to do it once for both). On the other hand, the interior maps and illustrations look to be in good shape.

As a “Novice” module, it begins with a fair amount of advice for new players and DMs. It’s not overly long or involved, but does help with getting a feel for the type of place Daggerford is, and what kinds of people live there. After the pure intro sections, there’s about fourteen pages of information about the town itself. Looking around online, I’m a little disappointed not to be able to find any discussion of playing through the module, though I did find a thread where a few people talked about using Daggerford as the beginning point of their Forgotten Realms campaigns because it’s presented well in N5.

In general, the town makes sense (…not always a given with TSR). The fact that the outer wall is a wooden palisade on an earthen rampart, with stone towers embedded in it, is unusual, but not nonsensical. Combined with the existence of cisterns and a common field reserved for use in a siege shows a better grasp of military realities than other products of the time. Better yet, is the main module hook: every able-bodied adult in Daggerford is liable for service in the militia. Service is generally once a month, and a visitor who stays longer than two weeks will start getting asked to take part. No ‘you happen to meet in a bar’, or other awkward campaign starter here. You’re a resident in Daggerford, you’re liable for militia duty, this happens to be your time, and here’s your orders. As long as there’s no problems with buy-in for the general situation, the rest should be fine.

I’d appreciate some discussion of ‘normal’ militia duty here, and how monthly assignments are determined. A few hooks for more interaction with the local population during normal duty for those interested would be nice. But, this is AD&D, and we’re here for action and adventure, not for Adam-12, so fine; but I think it would have been a good idea to remind the beginning DM again that this is about when unusual incidents happen to the town, and normal life is happening in between. At any rate, the rest of the module is a set of four small adventures of escalating size and complexity. Other than the last, they’re meant to be able to run in any order, but the order given makes a lot of sense.

The biggest surprise for me is repeated use of ceratosaurs early in the module (one random encounter, and a few incidents in the first adventure). If the nearby swamp is supposed to have something of a ‘lost world’ feel to it, I wish the author would just say so. Not being a dinosaur fan, I’d probably just have to give an embarrassed shrug if a player gave me a ‘really?‘ look after presenting one of those straight.

Plot-wise, the first two adventures are pretty straightforward, but stubborn players could get into a lot of trouble with the third one. I think the first two should be pretty easy to do in a single long session; I’m not sure about the third adventure, but I think it’s designed for no more than two sessions, but I could see it dragging out a bit.

The fourth and final adventure is much more complex and is the heart of the module. Unfortunately, typical TSR editing problems show up here. The first of several maps related to this section shows up in the previous adventure, some eight pages away from the key describing it. The adventure is both more complex than the previous ones, and gets into regular tropes. The adventurers are sent to find a source of pollution that is killing animals and destroying crops, and headed downstream to Daggerford. This leads to fairly small, but complex, dungeon that is being fought over by three factions. There’s eleven sub-maps showing parts of the complex, and two side-view diagrams showing how they all fit together across four levels, but it’s just not presented well. I recommend looking up the maps here, that show how the sections fit together into those four levels.

The biggest problems of the adventure turn up here. There’s a serious case of ‘helpless competent NPC’ here (which is addressed in the text, but a bit later and lighter than might be wise), and if the party screwed up in the third adventure, the person who is to ask for the PCs wouldn’t want to see them again, or may never have met them (or even be dead!). This is generally unlikely, but never count on the PCs to do something…. At any rate, all the previous adventures can have ties to this one, but they’re bonuses, not essential parts of their plots. This last adventure is decidedly longer than the others, and text refers to places party can go back to as safe bases, and a possible way to introduce new characters if there are some deaths. It’s possible for this one to wrap up quickly, with most of the area unexplored, but more likely, it will drag on a while (possibly after the main problem is solved), while the party works their way through the rambling complex.

Overall, the dungeon is a little odd, with large numbers of rooms being only given a cursory group listing, but this actually works well, and makes a lot more sense for the setting, and in general. There’s some secret doors that no one else in the area has found, and while they’re hiding important areas, there’s no description is given of how they work, presumably leaving discovery to pure mechanics and die rolling. It is easy to lose track of just what the central concern of the party is going through all this, but there’s a nice ending section that brings that back to the fore, and provides some wrap up.

As a whole, this looks to be one of the better ‘beginner’ adventures I’ve seen, with fairly minimal problems, and a variety of things for the party to get involved in. It is more of a ‘scripted’ adventure than many others of the type, but less so than N4 Treasure Hunt was, and I think some plot guidance is a good thing here. The scaling up of size and scope of adventures looks really good, and I would think that players who started with the first adventure would really feel like they’ve accomplished something at the end.

└ Tags: D&D, Forgotten Realms, gaming, review, rpg
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Princess of the Silver Woods

by Rindis on June 20, 2015 at 12:59 pm
Posted In: Books

Jessica Day George’s final Westfalin book does not drop the idea of being a fairy tale retelling—except as a practical matter. Technically, this is a Little Red Riding Hood retelling, and there’s enough elements that you can see the relationship, but that’s it.

It is a very nice continuation of the themes of the first two books in the series, however. Specifically, it is in many ways a direct sequel to the first book, Princess of the Midnight Ball (though it’s been several years), and deals with the King Under Stone again.

Because of the ties to previous books, I wouldn’t recommend starting here, though it should make sense on its own. On the other hand, if you enjoyed the previous ones, you’ll certainly enjoy this. The cast is a bit large for the size of book in this one; some people are important early, and hardly get a mention later. And then you get entirely too many people in the action at once for it to be handled well, except by keeping some solidly in the background. I also missed Prince Christian from the second book, who was entirely off-screen this time. But other than that, the pacing flows well, and while it is obvious that something is up, and certain people should be treated with a lot more suspicion, exactly who is the cause of problems is not obvious.

At any rate, while this series isn’t my favorite by her (that’s still Dragon Slippers), it’s still an enjoyable early-YA read.

└ Tags: fantasy, reading, review
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R vs B Coalition Turn 11 in Review

by Rindis on June 16, 2015 at 9:37 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

Naturally, Belirahc’s first action on his turn was to pull the newly homeless Klingon cripple pile back to the capital. He also sent the pile that had built up on the Kzinti border back there. There’s now an impressive 31 crippled ships there, ranging from a pair of C8s down to a pair of E4As that I assume he’s in no hurry to repair (there’s been a couple of spare healthy E4As in the capital for some time now).

Fresh fighting broke out in Hydran space as he moved to eliminate the province garrisons left behind, but there was only one place where I could react the main fleet out. However, there’s been no effort to pull spare ships out of theater yet.

Along the Federation border, the Klingons struck at five BATS, and I shifted in forces to all of them. I couldn’t do as much as I might have liked as I needed to keep forces on major targets like the 3rd Fleet SB while he still had mobile forces in the area. My real regret is that I lost track of where the neutral zone planets were, and didn’t react to moves on them.

That done, the Klingon North command sent a decent force into 1506, followed by the Lyrans shifting forces forward from 1001 to 1202. Since things were starting to wind down, I reacted from the Kzinti capital to make an off-turn offensive into 1202.


Kzinti theater.


Battles all along the Federation border…

Battles:
1509: SSC: F retreats
1507: SSC: Z: dest FF
1906: SSC: K retreats
2215: SSC: K retreats; F: dest FF
0218: H: dest CU
2416: SSC: K retreats
2113: SSC: K: crip E4 and retreat
0418: H: dest HN
0117: K: dest FV, F5E; H: crip SC
2214: K: dest E4, capture planet
1901: K: crip E4, capture planet
1304: K: crip E4; Z: crip 2xCL
1303: L: crip 2xCW; Z: crip BC, CM
1302: L: crip 2xCW; Z: crip FF, EFF
1202: L: dest DWE; Z: crip CC
1506: K: dest D7, D6, crip D7, D6, D6M, CVT, AD5, F5E; Z: dest EFF, crip CM, Z-D5, MEC; F: dest FF, crip CVS, NEC, DE, NCL, SC
2008: K: crip D7, 4xD5; F: dest BATS, FF, crip 2xCL, 3xDD
2213: K: crip E4A; F: crip FF
2012: K: dest D7, F5L, 2xF5; F: 2xSIDS, dest FF, crip DD
2006: K: dest D5, 3xE4; F: crip NCL, FF
2010: K: dest F5L, 2xF5, crip F5S
1809: K: crip 2xF5; F: crip 2xFF
1808: Unopposed withdrawal

2416 was annoying since it was an F5 squadron vs a CL and battle tug. Both sides rolled absurdly low (K: 4, F: 2), allowing the Klingons to retreat in the normal procedure. I had hoped I might manage to force him off of 1202 after I reacted on to it near the end of movement, but even with a reserve, the fight was somewhat even, and the first round saw a 6/1 split in the Lyrans favor. I stayed two rounds and retreated out with no fighters left.

1506 turned into a much harder fight than I expected. Bel has realized that it is only six hexes away from the Klingon capital, while I consider it part of my defenses in front of the Marquis area and planet-rich north-western Federation space. Two reserves seemed like enough at the time, but initial die rolls of 6/1 and then 5/1 against me made it into a really close battle where both sides crippled an entire carrier group.

In general, my plan was to engage in an aggressive attrition battle, and try to wear out the Coalition fleets with cripples and kills. I might have been a little too successful, for I’m feeling fairly bloodied myself. Certainly, luck went Bel’s way at a few important points, which is only fair, as the Kzintis have outrolled the Coalition a good number of times.

Romulan construction split between the 4th Legion in 3514 and the 2nd Legion in 4012 (both next to neutral zone planets, and the former in easy reach of Orion). The bulk of Klingon construction (17 ships) went to SB 2318, indeed keeping me from any more easy victories there (a few ships participated in the border battles, along with the 1st IWR Squadron).

Most new Lyran construction went to 1202, and it looks like he will be transferring control from the Klingons to Lyrans, giving them a base that covers most of Kzinti space. Also, he has a PDU and MB setting up in the hex. I think I have a priority target for my turn….

└ Tags: bgg blog, BvR Wind, F&E, gaming
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