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Anime Summer 2024

by Rindis on September 23, 2024 at 12:00 pm
Posted In: Anime

So, it both feels like a long while since the last viewing report, and like it hasn’t been nearly a season yet. It also feels like I haven’t watched much. But nearly everything I’ve seen this last season has been extremely good.

Pluto — Holy cow, this is excellent. We’re still only midway through, though Smudge binged it back when she found it on Netflix. There is a lot of background and character development being packed in here even while slowly building the main plot, and letting the pacing proceed at a fairly deliberate pace.

Star Trek: Picard — This sat for a while, waiting for a hour-long block to watch it. But we’re now two episodes from the end of second season, and it has been very good. There keeps being something about it that bothers me—something about the cinematography, but the writing is decidedly good.

Delicious in Dungeon — Smudge and I just started showing this to the guys. Dave is feeling uncertain, but is still laughing, and Baron is really enjoying it. It helps that things like the series’ take on living armor sounds like something he’d come up with.

Star Trek: Prodigy — Me and Smudge are almost done with season two, which has been a surprisingly good sequel story, complete with unexpected guest stars. That said, I think I need a copy of Temporal Mechanics 101. The writing is actually doing some very interesting things with the time-travel nature of the story, including the differences between older and younger counterparts, that I wish they’d actually bring to the fore, because they’re saying some important things about how people paint themselves into corners.

My Hero Academia — We are solidly into the final stretch here (my guess is we should need one more season after this), and the writing is holding up. There’s been some very good plotting to ‘depower’ our villain just enough to make the final fights possible. However, we also have something defined as ‘not a superpower/quirk’ that is a massive violation of conservation of mass. I think that needed a redo.

Konosuba — Somehow the latest season managed to be yet another round of hilarity. You’d think by now the jokes would running a bit dry, but it’s still managing to be fresh and fun. The full format is the best though, because this season also reminded me that the series is better than the Megumin sidestory and the movie, even though those were good.

Pokemon: Horizons — Thanks to the closedown of the Pokemon Channel, Smudge and I have not seen a lot of Journeys, and frankly, we only found it okay (I would like to see the end of Ash’s journey, but we had a long ways to go). Anyway, I caught the first two episodes of Horizons on YouTube, and got Smudge into it. I appreciate the varied cast of kids and adults (Smudge is thinking Mollie is a runaway Nurse Joy, which is now headcannon), and that the series seems to have ‘aged up’ from the original, if just a little. We’re still in “Part 1”, so a lot will depend for us on where it goes from here.

Centaur World — Smudge started showing this to me a bit ago, and I’m now most of the way through season two. I don’t know what drugs they were on… and I don’t think I care to find out. Definitely some interesting thought and planning went into it all though, and it’s well put together into a weird package.

Heaven Official’s Blessing — I think I’m mostly through season two of this too? Not quite sure. Smudge likes it enough to introduce me to it. While I do like it, it hasn’t entirely grabbed me.

└ Tags: anime
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Dusting off Ancients

by Rindis on September 19, 2024 at 12:00 pm
Posted In: D&D

The tenth FR-series book kept with the general geographical format of the series, but the book is 96 pages instead of the usual 64. The detached cover is only two panels, and gives a cutaway view of a pyramid and a diagrammic map of a chariot racetrack (both in service of the suggested adventures section) on the interior. And for the first time, when the cover says ‘2nd Edition’, it’s actually true; there’s even a selection of new monsters in the back in AD&D 2E format, that you could photocopy and stick in the Monstrous Manual. (Otherwise you’re cutting up the book, which would make the first few pages fall out. And they’re not arranged so you could stick them all where needed, though they do stick with the one monster per page format.)

However, the general format has been for each new poster map to be full bleed, and in 30-mile/inch scale, so that you can tile it with all the others from the series. In this case, the main map only takes up a little over half the sheet, and has the standard Forgotten Realms border around it. The rest of the sheet has maps for two cities (other than this and the inside cover, there are no other location maps). The reason for the border disrupting the ability to tile the maps is that this one is 72 miles/inch, so it fits with no other previous map. The area covered here is much larger (despite not being a full sheet), and about a third of it is off the east edge of the original grey box map.


Region the FR10 map covers, showing its overlap with FR6’s detail map.

Part of the background of the Forgotten Realms was that while the time of Man was still just beginning, it had been long enough since the elvish kingdoms faded for human empires have already come and gone. Old Empires deals with the remnants of the age of the first human empires, dealing with three survivors of that period. As such, the book roughly breaks down into four sections: Mulhorand, Unther, Chessenta, and various things common to the area as a whole (spells, items, monsters, etc).

Mulhorand gets top billing in the module, being presented first, and is the easiest to come to grips with. Some of that is because it is very thematically presented as an Ancient Egypt analogue. This is the type of thing that the Realms had avoided, though this is apparently how Greenwood conceived of this area: the surviving empires resemble older Earth civilizations, and the seepage of Earth deities seen in the grey box (Loviatar, Mielikki, Oghma, Silvanus, Talona, and Tyr) is a full flood here. Looking closer, this is New Kingdom Egypt, still powerful, but has lost much of its former power and reach (Thay used to be part of Mulhorand until about four hundred years ago).

Unther is harder to place until you look at its gods, which come out of the Babylonian chapter of Legends & Lore (aka Deities & Demigods). The two countries are presented as having been at peace for ages, and generally cooperative… which okay, is partially true of later Earth history when they’re having to deal with Hittites and such. They were also much further separated than Unther and Mulhorand, which makes collisions much more likely between this pair.

Chessenta is supposed to be more like Ancient Greece, and the parallels are there. It’s not a real country, but a collection of city states of wildly different character constantly fighting with each other. There are obvious Athens and Sparta analogues. On the other hand, the terrain isn’t nearly as broken up as it should be for such a concept, and the various cities were supposedly colonized by Unther and broke away some seven hundred years ago.

Naturally, the gods are more personally involved here, and the pharaoh of Mulhorand is literally an incarnation of Horus. It is explained that while the gods here actually live in the outer planes, like other AD&D gods, they have a manifestation which dwells in a holy place in the prime material plane, and may have a fully-mortal incarnation as well. Both of these are well below the power of the actual gods as given in Deities & Demigods, and the incarnations are stated to be more equivalent to a high level character. Better, they get a look from the 2E viewpoint of the new optional rules for clerics of particular gods. The end of the Mulhorand section notes that the manifestations of the gods became the equivalent to incarnations, and the incarnations went into a coma during the Avatar trilogy. Whether the manifestations take the part of the avatars is not said, but likely. And what they do afterwards in the wake of this experience is handwaved off for the DM to decide.

The break up of the book into sections for the three countries also means that there are good, separate, sections to describe the overall population and society of the country, and callouts on languages and ethnic background, in addition to the normal geographical survey. Even better, there are things happening in each of these places. In Mulhorand, the pharaoh Akonhorus II has just been assassinated by the cult of Set, leaving a boy-king(-god) on the throne. There is palace intrigue to go with this, and the cult is trying to overthrow the country…. Unther is ruled by Gilgeam (a Gilgamesh stand in) for the last two thousand years, and has become increasingly unstable and repressive. Rebellion is coming, if not already here. Chessenta is at war. Again. Worse, the leaders of one city, Luthceq, are madly trying to kill every mage they can, including sending assassins after prominent high-level magic users across the Realms.

All of this and more, is developed in the main text, and then carried forward in the adventures section. There’s six pages of suggestions that almost all tie directly into the various large-scale happenings outlined in the module. The last one is nearly a mini-campaign in itself, with a tournament to determine the successor to the king of Mourktar, one of the cities of Chessenta. Despite starting with a field of 64 contestants, the tournament is well organized to bring it down to a manageable 16 (including any involved PCs) fast. I still like several of the other ideas more, but this is a good look at a recurring “tournament arc” idea.

Lore-wise there is a lot here not covered before. The history of some of the earliest human empires is covered (from which these are descended), and the ‘lands surrounding the Old Empires’ section mentions Semphar, Murghorn, Raurin, Durpar, Veldorn and the Plains of Purple Dust, which all lie to the east or south of this map, which is already at the south edge of the original map, and goes off the east edge. These would see more attention in The Horde and FR16 The Shining South, but were largely new here. And this book is still the primary source for the area; since this product, Mulhorand and Unther got part of a chapter in Lost Empires of Faerun, and Chessenta was the subject of an article in Dungeon #178, but there’s been nothing this extensive.

Maybe it’s not necessary for another product to focus on the area. This module already does a great job outlining an interesting setting, and has everything you really need to get going with it. I’d say this is one of the better books in the FR series, and the extra page count was put to real good use. The biggest problem is the fact that you have ancient-style societies alongside the European medieval style of a normal D&D setting, but ignoring the incongruity seems to work just fine.

Also, the area is far enough away that ties to the main part of the Realms are relatively weak, and a DM could drop this into a section of his own world without having to rework major parts of the book. A DM wanting to get a better feel for Chessenta in AD&D might also want to look at HR6 Age of Heroes that came out three years later.

└ Tags: D&D, fantasy, Forgotten Realms, gaming, review
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Powersat

by Rindis on September 15, 2024 at 12:00 pm
Posted In: Books

This is the first book in Ben Bova’s “Grand Tour” series—chronologically at least. I get the idea it was one of the later ones written, but I haven’t looked deeply into that. Each one was written about a particular location in the solar system, and this one is… “orbit”.

Technothrillers generally have at least a whiff of science-fiction to them, since they often deal with the intersection of modern military and new technology, so every once in a while SF authors will come at it from the other direction. This is the second such I’ve read, and by far the more successful.

Bova avoids any mention of what year it’s supposed to be, but there’s some interesting hints of background as he writes from a 2005 perspective. There was a second 9/11 style event (three major bridges being blown up near-simultaneously), and the US occupied a decent amount of the Middle East, and is still there as a result. There’s no overall look at the privatization of space flight that was starting at the time, but there is certainly one company making a real go at it, and it is the center of the novel.

Thankfully, Dan Randolph has none of the authoritarian foot-in-mouth baggage that the real world has to deal with. But he is obsessive, and obsessive enough to have two separate obsessions, one of which powers the central plot, the other of which helps tie together pieces of the secondary plot (or maybe tertiary, the side stuff tends to be a bit fragmented to easily sort out).

The primary obsession is to deliver cheap power by setting up a large geosynchronous satellite that will gather solar power and beam it down to Earth. Whatever year this is, the various technical hurdles of this plan have been dealt with, and there’s even been a Japanese demonstration model already (which Randolph helped with).

Of course, this would completely upend current power structures (pun not quite intended). And that’s where the book goes from hard SF to technothriller as various groups try to stop or control this about-to-be new source of comparatively cheap power. It’s odd that all of this comes up as the project is nearing completion, instead of a decade or two of political fighting, but that would make for an extremely dull novel.

The novel starts with the crash in a test flight of the last piece of Randolph’s plan. A true reusable space plane that can get maintenance people up to geosynchronous orbit to perform any needed maintenance. Late in the novel you finally find out that there’s already an equivalent to the ’80s “space tug” proposal up there that is what is transferring everything from low orbit to geo. But there’s no discussion of when/how that was put there, what keeps it fueled, or any other infrastructure. Not even evidence of current space stations in orbit. The novel has a lot to talk about on the ground anyway, but it does make it feel like Astro Corporation is operating in a vacuum (har har).

Pacing is overall a bit slow, a little uneven, and ramps up to a technothriller action climax. Overall, it’s a good book, but a lot of the secondary parts feel underbaked. It’s a strong enough book for me to be continuing on to the asteroids.

└ Tags: books, reading, review, science fiction
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Rules of the Desert

by Rindis on September 11, 2024 at 12:00 pm
Posted In: RPGs

GameLords’ short-lived classic Traveller line has a good reputation, helped by the fact that much of it was written the prolific Keith brothers. To me, the most interesting part were the ‘Environment’ books, which outlined additional rules for various environment types. I recently got one in PDF, and read through it.

The book is nicely centered around explaining how deserts work, and different types. Rules are done up front, but world-designing and GMing are the real center of the book. Equipment is comparatively an afterthought buried near the back.

The discussion of terrain is about a dozen pages, starts with how deserts happen, gives guidelines as to how much of a surface is likely to be desert depending on water surface and atmosphere (this does end up handwaving a bit more than I’d like, but is good advice). It then discusses temperature ranges, and some thoughts on placing them in the world. Then there is a welcome discussion of various desert terrain types from the stereotypical ergs (sandy wastes, where dunes form; there is a good summary of dune types), to hammada (which get listed twice) and reg, canyons and mesas.

All of this is the type of thing that fairly basic research or college classes on climates will teach, but it is already gathered here, and talked about in a world-building context. Similarly, the “Survival in the Desert” chapter has a discussion of fairly practical ways of finding water, leaving details of how much of this a character should know up to the GM. Short sections cover food and shelter, followed by two pages on navigation, including a reasonably useful table for spotting what may be a tiny target (oasis) in a large desert (more useful would have been also including a table for trying to stay on course while navigating to a small fixed point). Most of the rest is even more general, though decent guidelines on what animals can carry and their water needs (sadly, William Keith did not think to provide any statistics on camels, as a specialized desert-dwelling creature, for figuring out alien analogs).

“Danger in the Desert” covers purely physical effects such as sunburn, heat exhaustion, and heat stroke with some good general rules for checking for them. The chapter also starts with the idea of Intelligence penalties from extreme thirst and heat, and this ties into the other sections. These penalties are considered actual (though hopefully temporary) loss of value, with the character becoming completely irrational when Intelligence reaches zero. (Treating this as a separate ‘sanity’ statistic is a bit tempting, but it would have to impose real penalties on most Intelligence-based activities.)

This leads us back to the start of the book, which is much more system-based. It introduces a new skill, based off of Survival from Book 4 Mercenary: Desert Survival is given as a specialization (or ‘cascade’ in Traveller terminology) of it. It’s a sensible idea, even AD&D picked up much the same skill in Wilderness Survival Guide, and extensive skill systems (like GURPS) will probably have a specialized survival skill as a matter of course. Keith suggests that characters that are specified as being from a desert planet can have this skill, and of course get it through the Mercenary character gen. Then there’s notes on other skills in the desert, and a good table of movement rates. Finally, there is a system for “endurance loss”. There’s a nearly full-page table of conditions that lead to endurance loss points. Every time these accumulate to the level of the character’s current Endurance, he loses a point of Endurance (which turns this into a ‘death spiral’ of sorts), with unconsciousness, and a need for real treatment occurring when Endurance is reduced to 0. The details of this system (including recovery) take another four pages.

The later chapter then specifies that loss of Endurance also causes loss of Intelligence, leading to the conditions outlined above. Sun blindness, sandstorms, breakdowns and other events are also covered in the dangers chapter. It finishes off with example event and animal encounter tables for use in hammada. The equipment chapter is three pages, and covers normal staples (goggles, water purification, etc) to an obvious translation of Dune‘s stillsuits, ground vehicles, and even a navigation satellite (handy if you’re going to need to travel overland after setting down).

This is a fairly dense 56 pages, with a good amount of advice, and some solid ideas for a detailed simulationist look at desert travel in RPGs. Traveller‘s uncommon 2d6 basis make a straight translation of system numbers a little iffy for a more common 3d6/d20 system, but you could still use it straight; you’d want to think a lot more about it going to a percentile system. Endurance can translate to constitution or health, or whatever else the target system uses for physical resilience. I think the system needs some streamlining, and of course, should only be broken out when it’s important, but is a good look at the breakdown of the body under high environmental stress.

While there’s a lot of products and publishers I’ve never seen, I don’t know of any other supplements that try to do all the things this one tries, and it retains some value just for a basic look at desert terrain types and worldbuilding info. System-wise, any GM who wants to drive home the problems of the extreme environment of a desert may want to adapt the mechanics here. William H. Keith’s Duneraiders was designed to use these rules, and the Keith brothers’ earlier Uragyad’n of the Seven Pillars could certainly use it. Similarly, any desert-based adventure might get a bit more verisimilitude by being more aware of what deserts are like, though this book doesn’t really reach to capturing mood and the like. Personally, I’d have liked a little more on the world-building end. Originally published in 1984, it is available in PDF on DriveThruRPG or on the Traveller Apocrypha-1 CD from Far Future Enterprises (along with the rest of the GameLords line).

└ Tags: gaming, rpg, Traveller
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North-West Frontier 1837-1947

by Rindis on September 7, 2024 at 12:00 pm
Posted In: Books

Osprey’s book on the northwest of British India covers from the appointment of Lord Auckland as Governor-General of India, and goes to the end of British India.

In general, this is your usual good Osprey treatment of the subject, with photographs of men in the equipment of various troop types.

However, it is an early book from them, and has some deficiencies. Angus McBride’s artwork for the color plates is good, but still largely in the ‘traditional’ mode. There’s no more than vague hints at backgrounds, and mostly static figures, though the last plate shows three tribesmen charging down a slope. Outside of that, there’s also no map of the region under discussion.

It is a good informative basic history, and as ever with Osprey, provides good visual reference, but it falls short in other areas.

└ Tags: books, history, reading, review
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