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The Thief

by Rindis on July 12, 2015 at 9:53 am
Posted In: Books

Megan Whalen Turner’s The Thief is set in some sort of post-Ancient-Greek fantasyland. I imagine the references to megarons and peplos are lost on a lot of people, and I recommend reading up a little on Greek myths and the Mycenean age so as to have a firmer grasp of the imagery she is conjuring up.

But don’t read too much. Turner was heavily inspired by Greece, but this is not a work of deep, thoughtful world-building. And time has moved on here at any rate, with guns and pocketwatches. These end up feeling out of place, since even with all the time that has obviously passed since buildings of Cyclopean masonry have been built, it still mostly feels like a small, pre-medieval world.

And there’s eucalyptus trees.

But it works. The mythology is her own, but the gods and goddesses, and the stories of them feel very Greek.

As for the story itself, it also works. It’s essentially a caper story, with self-professed master-thief Gen being pulled out prison to steal the unstealable. Much of the early part of the book moves slowly, as the party makes their way to an unrevealed destination. Gen narrates the entire book, and it would be so easy for his childish antics to become too disagreeable, but he maintains a light-hearted enough tone to keep the reader engaged. As the story continues, and Gen physically recovers from his time in prison, thing pick up a little, and the landscape gets more interesting. And then they arrive, and things really pick up, with the last few chapters passing in a blur.

What I had not picked up on is that Gen is not an entirely reliable narrator. I don’t think he ever lies in the book, but there are things not said. I could see where the plot was going, and it predictably ended up there; there was one spot near the end that what had happened was blindingly obvious. And yet, I was still taken by surprise.

Let’s say I saw what Gen was doing, but I didn’t see who he was. It’s a well worthwhile book, and everything I see says it gets better in the sequels.

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Bloodstone Battles

by Rindis on July 10, 2015 at 12:00 pm
Posted In: D&D

Right after TSR released BattleSystem, they provided it with a fairly extensive scenario package/AD&D adventure, re-using what had been the original name of the project: Bloodstone Pass. This also kicked off the H-series modules for ‘High-level’ AD&D parties. From the designation, it was probably envisioned as another anthology series like ‘N’ and ‘I’ with no concrete settings, however, the H-series ended up only hosting the direct sequels to this adventure involving the barony of Bloodstone.

As was typical in 1985, no setting was specified, and in fact the surrounding lands of Vaasa and Damara were created specifically for it. However, it was also assumed that it would be in the world of Greyhawk like all the other contemporary modules (“The greatest show on Oerth is playing here for three days only!”), but again, Vaasa and Damara are not pre-existing parts of that setting, and I’ve seen no one speculating on good places to fit them in. Of course, the reason for that is they are now part of the Forgotten Realms setting. Part of the Great Glacier was eliminated from Greenwood’s original version (and eventually some history of the melting of the glacier added) to make room for these  new countries, and the final module in the series carried a Forgotten Realms logo.

BloodstonePhysically, the module is unique, coming in an oversized slim box that contained the main adventure book, a BattleSystem roster book, a sheet of counters (that match ones that came with the BattleSystem set, but with fancier artwork), and several sheets for fold up buildings and characters. These last items make a complete set quite rare today, and I’m a little sad that I cannot find any photos of these last in action online. Since the bulk of the action is around the village of Bloodstone, the 3D buildings are meant to set up the entire village in BattleSystem scale: The bulk of small buildings were handled with just a few reversible facades that could also show burned ruins or woods. Four notable shops got identical buildings, though fences and troughs could be added to make each one a little different. Larger and more complicated were the centerpieces for character interaction: the Dancing Clown Inn, the Abbey of St. Solars the Twice-Martyred (not really an abbey), and the baron’s manor. Finally, there was a well, fountain, gallows, and a section of town wall. As I recall, they were fairly well designed and went together well, though there were a lot of small complex parts in places. (Sadly, they also take up a fair amount of room assembled, and mine were abandoned in a move; likely a common fate.) There’s also a sheet of ten NPCs in TSR’s typical triangular stand-up pattern.

(Note: there are minor spoilers of the plot from here on, though I’ve kept them fairly oblique.)

The initial hook has the (presumably 15th level) characters as refugees (along with a lot of other people) of the breakup and conquest of Damara after its army was routed last summer. The module recommends that characters be limited to about 100 gp and three magic items apiece, with assurances that high-level characters build up so many limited items that this won’t draw many protests. Someone has an amazingly generous view of the acquisitive nature of most players. Or the pre-generated characters could be used (that seems safer to me). A little scene setting, and a few moderately tough monsters later, and the characters have impressed a couple of boys who make the first job offer they’ve heard in some time, “We can pay five silver pieces a day to each of you!”

Well, that may not sound attractive to high-level adventurers, but most players should be willing to at least talk to them, and once it becomes clear that this is headed to a Seven Samurai/Magnificent Seven scenario (if the DM didn’t pitch it as such to begin with), most parties should be willing to buy into it. The journey from Valls (where the adventure opens) to Bloodstone Pass is well-covered, with a rough map outlining where the party will end up each day, with a number of optional encounters that can be randomly rolled for (mostly refugees and the like early on, shifting to specific non-human encounters near the destination).

The village itself gets six pages of description, plus a couple maps, one of which is designed to be laid out on a 4’x8′ table for miniatures combat (using all the 3D buildings, of course). It’s not the best presented town ever, but thumbnails of some prominent people are given, and there’s a nice set of tables for generating random villagers when needed. The few interior plans given are more functional and schematic than meant for detailed play (after all, the main encounters will be outside with armies!), but the plans given for the baronial manor need a complete re-do. There’s one flub in the descriptions which refers to there being more rooms than there are, but most importantly, it’s all crammed into one floor, when by the 3D paper version, there should be two or three floors. And even given the somewhat abbreviated functional nature of the plans, there’s no accounting for the wall thickness inherent in someplace as well fortified as the manor looks. That said, the features given are about right, and the exact layout can either be ignored, or just shifting the given one around a bunch. The model has some large windows, and no arrow slits, while otherwise looking fairly solid. And there’s no indications of the windows shown on the model in the floor plans (which would help).

A solid timetable is provided for the DM to figure out how much time the PCs have to get the villagers behind them, organize the available forces, and work on defenses. A couple new BattleSystem rules are presented for ramparts and ditches, and guidelines for the time it takes to construct them and do training. A number of optional sub-plots are presented, and I’d call a couple of them effectively mandatory, considering their effect on other events. There will be a small number of battles, escalating in size and intensity, and the DM is advised (rightly so!) to get help with the opposition for the climax as there will be a fair amount of high-level magic flying around.

Like with I14, using this module demands a group that’s willing to command troops in a miniatures battle as well as adventure, but it is much better focused, and doesn’t imply a campaign that keeps switching gears; this adventure warns you large-scale combat is coming, and then ratchets it up to a climatic confrontation (it is also much more up front about the tie-in with the large BattleSystem logo on the cover). The first battles should be fairly manageable, but the action scales up fast, and non-wargaming players (and DM!) may get overwhelmed by the end. However, if you really have a group that’s adventured up to about 15th level, they should be fairly well prepared to handle the powerful NPCs that also show up to complicate things (there is one encounter—in the middle of other events—with one right solution). Cutting everything back to bare bones, I could see this taking about four longish sessions, with most of the role-playing/sub-plots sacrificed. More likely, there’d be two or three sessions before any battles at all, with at least one more session per battle afterward (there could also be non-battle sessions in between). The module wraps up with a good synopsis of of what happens after, win or lose, and sets up for further adventures.

└ Tags: Bloodstone, D&D, Forgotten Realms, gaming, review, rpg
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Holy Powers

by Rindis on July 8, 2015 at 12:00 pm
Posted In: GURPS

GURPS developed a very strong magic system in one its first supplements. Other systems came later, and Fourth Edition has done a great job expanding the options, and systems available.

But religious magic has been stuck with the advice from GURPS Religion, which boiled down to ‘use the normal skill-based magic and substitute Clerical Investment for Magery’. GURPS Powers: Divine Favor is a small PDF product that introduces an entire new system based on the precepts in GURPS Powers (which is not needed to use this).

The main idea is a leveled advantage called “Divine Favor”, which allows a character attempt to call upon the power of his god directly, as long as he takes and sticks to at least 10 points of disadvantages that represent the character’s faith (vows, code of honor, etc). When a character needs a miracle, he rolls 3d6 against the level of his Favor, and if it works, his god has heard him.

From there, the GM does a reaction roll for the god (a standard mechanic) and on a ‘good’ or better reaction, the god intervenes with a miracle (chosen by the GM). Neutral reactions still generate a small bonus, and beware of bad reactions!

Since the minimum roll is ‘3’, the Divine Favor advantage starts at level 3, but a Pyramid article proposes levels 0-2, which require getting positive modifiers to get the target number to a minimum of 3 (such as taking extra time, praying inside a church/temple dedicated to that god, a large group…). If level 0 Divine Favor is allowed then anyone with the disadvantages defined as required by that god could get his attention.

In addition to this, there’s also a system of specific and learned prayers. These are less random, with pre-defined limits. Specific prayers are a case of asking the god for a specific miracle, instead of just ‘Help!’ Generally, nothing bad will happen, but the truly outstanding results of an excellent reaction roll cannot happen either. A learned prayer is a ‘power’ by any other name. It’s paid for with points, it can be done without any rolling; it’s a permanent feature of the character. Of course, it is linked to Divine Favor, and if something happens to that (violating the prerequisite disadvantage(s) of the god), it stops working. The bulk of the PDF is eight pages of example miracles already priced out.

When I saw this title, I didn’t think much of it with GURPS’ poor track record of divine magic, and just picked it up cheap on sale. Once I read it, I was very impressed. It’s a clever idea, well done and presented, and feels so right for divine magic I don’t think I’d ever use any other system for it.

└ Tags: gaming, GURPS, Powers, review, rpg
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R vs B Alliance Turn 11 in Review

by Rindis on July 6, 2015 at 4:20 pm
Posted In: BvR - The Wind

Crossposted from the SFU blog on BGG.

The Federation continues to burn through its stockpiled EPs. At the current rate, there won’t be enough left over next turn to ship 20 EPs to the Kzinti, before accounting for any economic damage from a Romulan invasion. The likely solution will be to slow down carrier production, and just produce a CVA next time.

But this turn the Federation did produce two CVSs and four DEs to escort them. The Kzinti have finally taken care of the cripple backlog and converted an F5 that was captured ages ago to Kzinti technology (there’s still a backlogged D5 to take care of).

While I knew that my main operational focus was going to be to do keep the Lyrans from extending their supply range into eastern Kzinti space, I had a hard time coming up with a real plan. In the end, I decided to take out all the infrastructure the Lyrans had built in Kzinti space, and sent out a line of FFs to block the remaining routes to the Lyran supply grid from 1202. The Federation pushed into the “neck” of Klingon space, taking out two planets there that had very little in range to defend them.

Bel had left a stack of crippled D5s in 2008, and I’m still not sure why. I think he had plans of using them to help pin some cripples in the neutral zone, but I just pinned them, and moved my cripples out.

Meanwhile the Hydrans tried to make an entry at the SW corner of the map that was immediately pinned. Their on-map fleet in 0117 did get a CU into 0116 to take (partial) control of that province again.


Kzinti theater. Lots of ships to coordinate.


Operation “Wedge”

Battles:
0119: Lyran: crip CVL, CWE, DWE; Hydran: dest RN
2008: Klingon: dest 3xcripD5; Federation: crip FF
1911: SSC: Klingon retreat
1808: Klingon: dest F5
1514: Klingon: 2xPDU, dest 2xE4, crip 2xE4; Federation: crip 2xNCL, capture planet
1714: Klingon: 4xPDU; Federation: crip 2xFF, capture planet
1813: Klingon: dest BATS; Federation: crip 2xFF
2215: SSC: Federation retreat
2214: Klingon: crip D6, D6M, D5; Federation: crip CC, FF
1107: Klingon: dest BATS; Kzinti: crip FF
1105: SSC: Klingon: crip D5, retreat; Kzinti capture planet
0703: SSC: Lyran: dest MB
0903: SSC: Lyran: dest FF
1203: SSC: Lyran: crip CW, retreat; Kzinti: crip BC, retreat
0902: Lyran: dest BATS; Kzinti: crip BC, MEC
1001: Lyran: 2xPDU, dest SB; Kzinti: capture planet
1201: SSC: Lyran: dest CC; Kzinti: crip CC, retreat
1202: Lyran: dest TGP(MB), 3xDW, crip CA, 3xCW, 3xDW, capture CL; Klingon: dest F5E; Kzinti: dest CL, DD, crip 2xCC, 2xBC, CM, 2xMEC, EFF
1806: SSC: Klingon: crip D5, retreat; Kzinti: retreat
1907: Klingon: crip 2xD6, D5; Federation: crip 2xDD, FF
1403: SSC: Klingon: crip E4, retreat

The Hydrans can’t afford to lose a cruiser every turn like this. I am starting work on the problem, however.

With the Reserve, the attack on the minor planet at 1514 was pretty even (I had a CVA and smaller ships, and the reserve was pretty small), and I figured I’d end up taking fighters and retreating. But two rounds of good rolls forced Bel to retreat and let me take the planet.

I had a decent superiority at 0902, but Bel had a full line, and I figured he would make me go a round or two before retreating behind the base. Instead, he blew it the first round and we both retreated out. That allowed me to send those forces onto the Lyran SB+RGT at 1001 which only had a few cripples at it (the reserve being pinned on 0902, the main fleet reacted to 1202).

I had originally figured to have a big pinning battle at 1001, but the big climax was six rounds at 1202, which I mishandled. We were about even going in, and I was hoping to take the planet, but the die rolls were even (and against me in the second round), and I ended up retreating out with most of the fighters gone (kept 12 on the CVA Titan in case of pursuit). I just dumped damage on him, which hurt a lot, but I should have just blown the two tugs in the hex (got one) and retreated out a round or two earlier.

Turn 11 scoring:
Coalition: 283 EP (x2) + 320 (bases) + 363 ships (/5) + 100 (Hydran Capital) = 1058.6
Alliance: 334.2 EP (x2) + 515 (bases) + 478 ships (/5) = 1279

Difference = 220.4 Major Alliance Victory

I seem to have missed a couple of Lyran bases last time …and something else went wrong. Probably didn’t multiply the Coalition EPs by 2. I’ve updated the totals on the Turn 10 post.

└ Tags: bgg blog, BvR Wind, F&E, gaming
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…And One From Column C

by Rindis on July 5, 2015 at 12:00 pm
Posted In: D&D

Module I14 Swords of the Iron Legion sits at a crossroads of Dungeons and Dragons: It is the last of the fabled “I” series modules. It is an early Forgotten Realms adventure. It is a set of BattleSystem scenarios.

In all, it’s a disappointing note for the I series to go out on.

In form, it is a slightly large adventure module: 64-pages with a detached cover. The contents are a collection of eight loosely-connected adventures, plus three pure BattleSystem scenarios. All the adventures have a common general background, and are supposed to happen in sequence… an unspecified time apart. While it is mentioned that you could run them as part of a campaign, there is no support for actually doing so. This is an anthology, with each adventure written by a separate author, and it shows, with different styles, amounts of information given, and pretty close to zero linking between adventures (one NPC shows up in two of the adventures, with no acknowledgement of this fact). Also, the recommended level for the PCs goes up by about two each time, meaning that the DM of a campaign would have to find something for the PCs to do each time before steering them towards the next battle/adventure from the module.

All of this is set around the Vilhon Reach, in parts of Turmish and Chondath, an area that would not get any further exploration for years. There’s not a lot said about the region in the module, though a few things do come up. A nice touch is a reproduction of the appropriate area of the poster maps from the Campaign Setting box set on the interior cover. The cover also has the map for the climatic battle of the series, and a chart of all monster types encountered in the module.

As a set of BattleSystem combats, they’re not too bad, the scenarios start out small, though maybe not as simple as could be desired, and move up in scale and scope from there. The three ‘firefights’ (pure BattleSystem combats) are relatively small, and while uncredited, also suffer from uneven writing. Sadly, while there’s good tabular stats for all the units in each battle, the commanders (needed for each unit, plus possibly brigade and army commanders) are all buried in the text. Now, the PCs should be taking part, often as commanders at various levels, but it would much better to display the basics for these too. (And in some places, including one of the firefights, I don’t see the commander info at all.)

As AD&D adventures, any one of them could be dropped into a campaign, some with more trouble than others. At that point, their success will largely depend on having a group that wants to go adventuring and likes the idea of commanding a small body of troops enough to want to play out a miniatures battle at the end of the adventure. A rare breed in my experience. My initial thought when seeing this module was that it would be the adventures of the commanders of a mercenary company as they accept various contracts, so that miniatures combat would be part of the buy-in to the campaign. I still think that’s a workable idea, and would lead to a much more cohesive module than this collection of battles that normal adventurers just happen to stumble into (and given the original Campaign Set outlined a number of mercenary companies, a reasonably obvious one).

Fine, but you still have the bare bones of a Vilhon Reach campaign that a DM could flesh out into something workable, right? Well….

The biggest problem with these adventures as a set, is that they all have a supposed common thread, they’re all part of the machinations of a daemon who’s using this fighting to further goals elsewhere, and it is all invisible to the players. Even the final climatic battle isn’t designed to let the PCs in on what’s happening. They get briefly told that this one daemon that they’ve never heard of (though they might have encountered him disguised) has been instigating wars to get souls to power a doomsday machine. No big discovery, just a bit of background info-dump. And the info-dump isn’t even complete or entirely correct (more invisible machinations).

The main feeling I would imagine a party feeling after the final adventure is frustration. I think some of the other adventures are worth a look, though I don’t know that I’d want to run any of them ‘straight’. But it’s just a nice idea, with some good production (I really like the combined monster statistics table), and a severely lacking execution.

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