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Anime Spring 2024

by Rindis on June 29, 2024 at 12:00 pm
Posted In: Anime

So it’s the end of another anime season (cour), and there a bunch of stuff I haven’t even started yet. But, plenty has been watched too. Here’s the general rundown, most recommended first, though everything here is actually very good:

Vinland Saga — We’re just finishing up the second season of this. It’s been a very interesting ride, with a lot of themes of Christian pacifism in a violent world working out. Presumably, the third arc will again be a very different story than the first two, which points up just how much the creator has to say through the life of one individual.

Frieren — And a bit late, we’ve finally finished this one up too. I have had the feeling for much of the series that a lot of the point is Frieren’s slow realization of just how important a ‘brief’ ten years has been to her, and dealing with coming to that point a bit late. At any rate much of the later part has gotten into the technical parts of magic as we deal with the first class mage certification (really, must humans change the criteria so often…?). It’s a great cast of characters, where all the major characters are very understated  instead of being psychotically over the top, which is really nice to see.

Delicious in Dungeon — The second act kind of suffers ‘middle of story’ syndrome, but carries through it very well, with some amazingly entertaining episodes. And of course, we end with a new solid goal in place. An extremely challenging meal.

Made in Abyss — Don’t binge this. There is a lot of body horror in this series, and it’s especially prevalent in the second part. That said, there is a lot going on, and it’s really good story, sadly undercut by bits in another language subtitled in Japanese, but not in English. Thankfully nothing big, but the series is already hard enough to understand.

Apothecary Diaries — Just finished up catching up on this too. The second part leans into the format of a series of mysteries, but of course they all tie together at the end for a satisfying story arc.

Jobless Reincarnation — This is one of the ones me and Smudge wanted to get to immediately, but we only started it partway through, though we’re nearly caught up now. The giant arc started by the mass teleport is now about resolved, and we have continued to see some good growth in Rudeus. Now there’s a whole other major plot still dangling over him….

Konosuba — Smudge and I watched the Explosion on This Wonderful World side/prequel and the movie. I wasn’t sure just how well a story just staring Megumin could do, but it actually worked. Certainly, she’s probably the only one who could support a prequel. At any rate, the movie (Legend of Crimson) also is helped by seeing the prequel first, and we just got around to seeing it. Both recommended for isekai hilarity.

To Your Eternity — And the group finished this off too. I think large sections of it dragged on longer than strictly needed, but the overall story is good.

The Fire Hunter — Sadly, the first season of this was a bit limited on the budget side, and it feels like this one got an even smaller budget. The production experiments with some interesting ideas to carry the smaller budget, and I think they did a better job this time, but the lack of budget elsewhere really told against it. Still, a great Japanese Shakespearean tragedy.

└ Tags: anime
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Perchance to Dream

by Rindis on June 25, 2024 at 12:00 pm
Posted In: Books

This TNG novel is set in early fourth season (an actual stardate is given at the end), and was written in that period. The series had settled down into a long haul of success, and the novels are doing better.

This isn’t a great novel, but it is a good one. This contrasts sharply with the first season batch. We have a couple major MacGuffins here: A planet that is home to a completely unknown form of life, and a unknown intelligent species of the more conventional type which has claimed said planet.

We get two parallel main plots out of this, each of which have a cluster of sub-themes. That last is the only place the book really falls down, as many come up for a conversation, and then don’t continue past that. One of these unexplored themes gives the novel its title, as teenagers try to grapple with the still-distant country of mortality.

For one main plot, we deal with Troi, Data, Wesley, and two other new-for-the-novel teenagers on board the Enterprise. The latter two (and Wesley, of course) are involved in studies to get into Star Fleet Academy. The shuttle used for an expedition gets into trouble, and plot follows. Sadly, after a good start this does largely dead-end with few opportunities for the characters to move things forward, except on a personal level.

The second plot gets going slightly later, and ends up doing the heavy lifting as Picard deals with a prickly Teniran captain, and tries to figure out just what is going on with this planet.

In general, it’s all handled well, and flows through to the end well. The real troubles are the dead-end co-plot, the reader knowing more than the characters, and suffering through watching them fumble around, and an overall lack of explanation of how these energy creatures are so different from all the other energy creatures seen in Star Trek that the Enterprise‘s sensors don’t seem register them at all. On the other hand, the entire cast is present, and each get a meaningful scene, but the discarded themes bit keeps some to no more than that.

└ Tags: books, reading, review, science fiction, Star Trek
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Synthetic Intelligence

by Rindis on June 21, 2024 at 12:00 pm
Posted In: Computer games

This is the fourth in a series of reviews looking at the evolution of Stellaris. See the previous reviews here:
Stellaris: Paradox Among the Stars
Leviathans: There Be Dragons Here!
Utopia: No Place Among the Stars

The third Stellaris expansion was a second story pack, this time focusing on the role of robots and AI within the game. Synthetic Dawn was announced on August 3, 2017, and released, alongside patch 1.8 on September 21. My initial review was about a patch after this one, so I’m mostly concentrating on the actual expansion features.

Tinkering

One of the patch features was reworking species so that you could modify a species’ traits and the game would understand they were still related (this has been the system ever since). There are technologies to research to allow it at all, and to allow a species to have more traits than is allowed at start. You can establish a new template, and then apply it to the population of one planet as a special project which requires biology research points to complete.

This can be done to get rid of negative traits, add new positive traits, or change a population’s planet preference for colonization purposes. These can also happen on their own. Either way, as long as you have some population of the new template, they are eligible for being used with colony ships.

Machines also use the same system (swapping engineering research for biology when applying a new template, and with separate technologies to be able to modify them). Robots can be constructed as soon as the Robotic Workers technology is gained, though they’re limited to the lowest-level jobs. Further technologies let them go up the scale of society (depending on the empire’s policies), and also allow further trait points, opening them up to modification into more advanced models.

Networked Intelligence

Machine intelligence is a new authority type allowed by the expansion. Like hive minds in Utopia, it will always use the central gestalt consciousness ethic, with an immortal ruler, and has its own set of fifteen civics (plus a few more available in combination with other expansions). They technically use machines instead of robots as population, but that is a difference in origin and possible policy rules on them; mechanically they’re the same, including traits and how to apply new templates.

Machines and robots have their own species traits, separate from the normal ones, and can inhabit any kind of world that has a habitability rating. Machine intelligences also start with an extra pop in their colonies, so they can expand very fast, as long as they can get to inhabitable worlds at all. However, their drones are incompatible with normal species, so expect a number of empty worlds after territory changes hands in a war and species get purged.

One exception to this is the rogue servitor civic, where the machines have taken over from an organic species that they still pamper and care for, letting them build unique buildings for taking care of them (these replace all the normal unity-generating buildings), though this comes with a higher upkeep.

Less friendly versions of rouge servitors are driven assimilators (to emulate the Borg), and determined exterminators (terminators, Berserkers, and numerous other SF examples), which are in the ‘galactic threat’ category of governments that don’t use the usual diplomacy rules. The exterminators are the machine version of fanatical purifiers, but will actually get along with other synthetic civilizations.

Three new default empires are made available with the expansion, showing off the new machine traits and features. The Tebrid Homolog are driven assimilators with extra research and a strong secondary species. XT-489 Eliminator is a determined exterminator with combat-oriented traits. And the Earth Custodianship is a third alternate ‘human’ start, with the machines pampering the human race in an organic sanctuary on Earth.

New Features

When origins were introduced in patch 2.6, Synthetic Dawn got one available with it: Resource Consolidation. It is only available to machine empires without the rogue servitor or organic reprocessing civics, and the homeworld will be a machine world (which can otherwise be gotten by an ascension perk), a special habitable world type, which are only habitable by machine species, with this one guaranteed a few nice planetary features, as well as a +10 deposit for the home star, but the rest of the system will have no resources.

A new mid-game crisis was added (there’s a few now, but I think Paradox should look into adding more). The game steers you to having servant synthetic populations; if you build robots for extra population/workers, early on they’re not capable of being sentient/free, and freeing them later leads to unrest and high maintenance costs.

Sentient Combat Simulations is a dangerous technology upgrade to ships computers. It gives an extra level of bonuses to ships equipped with them. But there is a chance that the ship AIs will rebel, causing a powerful civil war to erupt. This isn’t a “true” crisis, as it isn’t a galaxy-wide event, but it can be one of the more dangerous things to happen to an empire.

And it may not even be your fault. I’ve had to deal with an AI rebellion caused by conquering systems from an empire that was in the early stages of this event. It certainly made that game much more dramatic!

Conclusion

I’ve never gone hard down the robot/synthetic path, so this is an expansion that has meant much less to me. However, I certainly appreciate having the machine empires around as more exotic contenders for galactic power, and has been worth the price on that level.

And as mentioned, the AI rebellion can disrupt things even when not going down that path. While annoying, and dangerous, it was nicely dramatic as I struggled with ongoing wars and the rebellion. It is a bit forced as it will spawn powerful fleets as well as taking over some of yours, but it works as a major challenge, even to a well-developed industrial empire. Overall, I consider this a lesser expansion, though still well done, and well worth picking up if you do want see robots grow from simple menial machines to citizens equal to everyone else.

└ Tags: gaming, Paradox, review, Stellaris
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Fearless

by Rindis on June 17, 2024 at 12:00 pm
Posted In: Books

The second Lost Fleet novel continues on from the first. It is more of the same: space opera military SF that is well-crafted all the way around.

Now, while it is more of the same, Campbell is definitely paying attention to his long-form writing here. The high concept hasn’t changed at all, with a powerful fleet trapped behind enemy lines, with one professional military man working to instill discipline and coordination on an organization that has lost these things.

The main plot theme continues with this. Near the beginning of the book they find a prisoner-of-war camp, and free everyone there, absorbing some much-needed replacements into the fleet. Of course, they end up with a second near-legendary hero with competing ambitions.

This could have set up a good “charisma vs competence” struggle for the novel to hang its non-action moments off of, but that largely gets short-circuited—in a way that still largely defines the plot.

In fact, the weak points of the book are entirely on the personal interaction end. There’s a lot of strong points here too, but there’s some real mishandling going on. To ratchet up tensions, one of the characters who comes across as truly intelligent does not thing important things through. It feels out of character, and is obviously put in just to try complicate Geary’s love life (way too literally) and add a couple more cliffhanger chapter ends.

The oddest bit is the title. Each of the books are named for one of the capital ships in the fleet, which all have fairly traditional names for such. Dauntless is our main character’s flagship, so perfect name for the first book. Fearless gets a few moments of prominence in the big battle near the middle of the book, but is otherwise hardly mentioned. Meanwhile, Furious has a good commander, and ends up as the head of a special task force that is used for some special operations throughout a fair chunk of the book, and would have been a much more appropriate title here.

On the external (i.e., whole series) plot, things move well here, and there is more setup for developments destined for much later on. This is still a fairly light book, which is good because outside of the action, the writing is fairly lightweight, if well-paced. What’s really getting to be needed is for the enemy to stop being completely faceless.

└ Tags: books, reading, review, science fiction
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The Valley of Edition Change

by Rindis on June 13, 2024 at 12:00 pm
Posted In: D&D

Less than two years after TSR had started publishing supplements and adventures set in the Forgotten Realms, there was a bit of a dilemma.

TSR was revising their main product—Advanced Dungeons & Dragons—in an all-new edition. Since the Forgotten Realms line had been built around the old rules, there was a need to update. The decision was to have a big multimedia event to shake up the Realms, and a disaster to explain the changes, with a novel trilogy, and a set of tie-in modules (and later, comics). And this general idea would be repeated with every edition change since.

Personally, I consider this a bad idea on the face of it. First off, any RPG system, no matter how detailed, or simulationist in approach (and D&D has always been a ‘game first’ design) is never going to map 1-to-1 to the “reality” its supposed to represent. When changing rules, especially when they change as little as they overall did in 2e, just acknowledge some things are going to be perceived as working differently now, and move on. The first transition module, FRE1 Shadowdale, doesn’t even try to make a good case for the need for this considering that their ‘note about 2nd edition AD&D rules’, just says magic-users are called mages now, and monster stats are presented differently.

The module has a host of problems all its own. It is a heavily story-based adventure, where no important decisions are left up the characters. The main focus is the start of the Time of Troubles, which from the characters’ perspective is a giant natural disaster that’s far outside their scope of knowledge. One day, much clerical magic stops working, and all other magic becomes dangerously unpredictable.

Okay, that could be a good hook for something limited, or at least where you can start getting a handle on the problem and start working around it. But, no, any magic-users are either going to be unarmored 1d4/level fighters for the entire trilogy, or risk killing themselves whenever they cast a spell (23% chance, -1% per caster level, of either being hit with their own spell—hope it wasn’t something damaging, or having a pit open beneath their feet). Clerics are at least already support fighters, but not only is their magic unreliable too, but they cannot get third level or higher spells for the entire adventure.

Which brings up one of the effects of a rushed production (the module had to be written before the book it was based on was done): By the back cover this is for a level 5-8 adventuring party, while page 4 says levels 1-3. The former is correct, putting it in the favored ‘intermediate’ level range of AD&D adventures, and matches the levels of the characters from the novel. These are listed in the back as NPCs, though they’re purely presented to fill out a small party, except for Midnight, who is the MacGuffin of the story. These largely match the writeups from FR7 Hall of Heroes, except Kelemvor’s stats have some major reworks.

This is set in Cormyr and the Dalelands of the Realms. The former was the center of attention in the original boxed set, while the latter was the focus of one of Greenwood’s major campaigns. Since that point, there had been a few adventures set in the region, namely the novels Spellfire and Azure Bonds, and the Curse of the Azure Bonds and The Shattered Statue adventures, but little else. Physically, the module is the usual 48 pages with faux-parchment printing, and a detached cover. The cover is tri-fold with he last “outer” section replicating a reduced version of the Campaign Set’s 30 mi/in map of the region. A one-sided poster sheet gives color maps of Arabel (where the adventure begins) and Shadowdale (where it ends), as well as a close up of Cormyr. In a more general sense, while all the maps are ones that have appeared before, not all of them had been done in color before. The bits around arriving in Shadowdale give some ideas on how to run the place. That’s about as deep as general lore gets. There’s some new monsters, and a couple new items, and those can be reused, but they’re hardly needed.

Organizationally, the module is pretty well done. Each chapter starts with a series of ‘events’ which shape the flow of the story, and then a series of ‘encounters’ which can happen during the events of that chapter.

The first chapter has a big supernatural storm that starts the Time of Troubles, and then works through establishing just how widespread and serious the problem is. Okay, inciting event, and let everyone get to grips with it. Logical enough. The second chapter starts with the call to adventure. Which is a person coming up to them and trying to unload a quest on the characters. Why she comes to them, out of the entire population of a city, isn’t even considered. Sure, unemployed mid-level adventurers aren’t that common, but you can’t see what level someone is, and the adventure doesn’t even try to come up with a ‘random’ encounter with her, finding her in a spot of trouble, trying fruitlessly to get someone else to help, etc; no, she can detect PCs at a mile, and comes straight to them, and all the worst railroady social cues are thrown around in the module text to press the characters into the plot. (“The audience of NPC bystanders can make comments to shame the PCs into agreeing….”)

The next part is probably the most inventive bit in the module, but challenging to run, and I won’t go into it here. It requires some real thought and the details are all up to the DM, because he’s going to have to tailor things to the characters. Even better, this is a moment where the players get to shine and overcome obstacles, and move things forward. It is also something of a trope, but not an overused one.

And all the adventurers you might expect to get the call instead of the characters? They start coming out of the woodwork shortly after this.

After this we head for a big climax, to happen in the titular Shadowdale. How does the plot move from northern Cormyr to there? Good question. There’s nothing that really naturally steers characters there. Just that our MacGuffin, Midnight, will know she needs to go there. These tracks aren’t even well built.

Shadowdale itself is well presented (given space available), and under threat. With magic unreliable, the Zhentarim are making another try at the Dales. This adds tension to the upcoming climax, and can even be run as a Battlesystem game. However, as the characters will not be commanders, or otherwise largely involved in the battle, it’s best to just keep this as something in the background. Even if it would make a better climax than the real one.

The battle is a distraction, and to feed power to Bane, who has emerged as the real villain throughout the module (if not necessarily who started this mess, that’s still unrevealed), and he’s after an invisible back door into the outer planes present in Shadowdale (no, that hasn’t been mentioned elsewhere either, though it is given as something of the reason that the town is where it is). The characters are supposed to help out with the big fight when Bane goes after the real prize. Not that what they do matters to the outcome of the fight. This is some of the worst of on-rails writing here. There’s a big, epic battle, involving magic spells that you’ll never find in a spell book, and a big explosion to end it, that seems to have killed Bane… and Elminster.

Elminster has largely been an annoying presence in this adventure (having shown up once just to show he’s powerful, and then partially brushing off the party in favor of NPC Midnight while in Shadowdale), so that might not be a big problem. Except, as the only people to have witnessed this fight, the party is immediately charged with the murder of Elminster in an egregious act of Lawful Stupid. Drop curtain.

Conclusion

Frankly, as someone who enjoys many Forgotten Realms novels, the novel this is based off of is the one I regret reading. And trying to translate it into a heavy handed railroad adventure just makes everything worse. Motivations to follow the rails are not properly explored, the DM isn’t really given freedom to handle this as he sees fit. Having spent money on it, the DM might have some buy in to run this module. I don’t see much motivation for the players to buy into going through it.

A major problem with the overall plot is that it is extremely arbitrary. Not only does this get sprung on the characters with little warning, but on everyone else with little warning. The intro in the novel is basically Ao (big-G God), who has never been mentioned before, shows up, tells all the gods of the Realms they’re doing a bad job with all the petty infighting, and kicks them down to the mortal realms to teach them a lesson. Which, spoiler alert, they don’t learn, because they all (or the survivors, at any rate) go back to the same things after being let back into the outer planes to act as gods of the Realms again.

It can be worth contrasting Shadowdale with Curse of the Azure Bonds and the Dragonlance modules. Both of the Forgotten Realms adventures have somewhat forced starts to railroad plots, but Curse puts the characters into a personal problem (the bonds) which they have to solve, so they become motivated to dive into the plot. Shadowdale presents, effectively, a global catastrophe, with no immediate way to determine the cause, or what sort of action will do anything about it. When the plot attempts to pick up, it won’t be immediately obvious that this is going to be a central part of what’s going on.

Dragonlance explicitly has the players be the main characters. All those reference cards of the characters in each module aren’t for the DM to run as NPCs, they’re for the players to run, and for them to understand who they are, and what’s motivating them through the story. Shadowdale is largely the story of Midnight, and she is explicitly kept under DM lock-and-key. No letting a player loose to muck with her part of the story. And we get two big show-piece scenes that the characters get to witness with player actions bludgeoned away. They aren’t the main characters in any sense.

I can’t recommend this adventure on any level. There’s pieces of a few good ideas here, but that’s not worth the price of admission.

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