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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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The Great Democracies

by Rindis on June 9, 2024 at 12:00 pm
Posted In: Books

For most of the series, “English-speaking peoples” means “English”, but for Churchill’s final volume this really widens the scope, with the United States being an ever more important entity through out the time period of the book.

However, the first section is pretty much all domestic English politics from after the defeat of Napoleon to the mid-Nineteenth Century. There’s some diversions for things like fears of Russia, and the end talks about the mass migrations that happened during this time, but mostly we’re looking at prime ministers, and the bigger events, often legislative, of their governments. For an overview book covering almost a century, this isn’t a bad thing, but as a man engaged in British politics his entire adult life, you can easily see here where his interests lie.

The second part is the American Civil War, which is by no means a bad 130-page summary. Churchill isn’t trying to put any particular ‘spin’ on things, but this means it is representative of the books he had read when composing this in the ’30s and finishing it in the ’50s. It’s not Lost Cause by any means, but elements of it are here, including a full “Man of Marble” view of Lee.

The last part is largely a return to British politics, just with more attention on the international stage, with things like the unification of Germany being called out. There is a good chapter on Reconstruction, as well as America’s emergence onto the world stage. The book doesn’t really give itself a hard ending date, but does wrap up with the death of Queen Victoria and the Boer War.

Despite only covering about 87 years, this possibly the weakest book of the set, possibly because of the variety of things Churchill has to cover, and certainly it is trivial to get better coverage of much of the contents. But it does finish up the series nicely, and Winston Churchill could write. If you don’t know much of the period, this isn’t a bad place to start, and better-written than many, otherwise, its value is more in the prose, or to see some of the attitudes of someone who once wrote, “history will be kind to me, for I intend to write it.”

└ Tags: books, history, reading, review
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The First Stand of the Moors

by Rindis on June 5, 2024 at 12:00 pm
Posted In: Boardgaming

Mark came over back on the 26th, and we tried out Granada: Last Stand of the Moors, which he got recently. I don’t really have money or space, but I’m going to have to look at getting it. The main idea is to reuse the system from Sekigahara, and it does match that fairly closely. There were a number of places where I could figure out rules questions from my knowledge of that game.

It is a bit more complicated. First, there are watchtowers, which are sort of between castles and resource points. The major effect is you can’t get overrun in them, but there’s also combat complications. Second, is the addition of naval power. The decks are a bit more complicated with a number of special cards, which are generally good ideas (I especially like the handful of cards that are just for various special troop actions, but work with any faction).

I happened to be sitting on the south side of the map, and so took the Muslims. Mark won the first turn order bid (and all the others, I declined to bid more than ‘1’ all game), and had me go first. The situation is even more muddled than Sekigahara, with more spaces and more troops scattered about, so figuring on a first move was not easy, especially as my opening hand didn’t suggest any particular forces could be effectively used.

I don’t remember what the exact first moves were, but there are a few vulnerable spaces at start, including a couple of Muslim watchtowers just outside the borders of Granada proper. I abandoned the one at Lucena to besiege Archidona, and took it after moving one of the main armies north. Castles are harder to take here, since you need nine impact to kill a piece inside, unless you can manage a bombard special action to bring it down to 7. Since European castles are notably tougher than Japanese ones, that makes some sense, but I needed the large army to dig him out. Mark had taken the resource point at Vera, but I managed to chase him off with a small force, and then moved the force at Almeria up to cover that flank.


↓ Read the rest of this entry…

└ Tags: gaming, Granada
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Thick as Thieves

by Rindis on June 1, 2024 at 12:00 pm
Posted In: Books

The fifth Queen’s Thief book shifts main character again, this time to Kamet, who was last seen rescuing his master and fleeing back the Mede Empire near the end of Queen of Attolia. And he gets teamed up with Costis, the viewpoint character of A Conspiracy of Kings.

While a slave, with all the uncertainties of that position, he has a fairly good, and comfortable life. This is disrupted right at the start, and the rest of the book flows from that event.

This is basic plotting, but its well done, and there is not a long wait that some slower-paced stories use to establish the current ‘normal’ that gets disrupted. One of the more effective elements of the book is we get meditations on what Kamet’s life has been like as we go. Instead of elaborately setting everything up, and then smashing it all, we get a few pages of set up, and the rest we learn on the road.

Because much of the novel does indeed happen on the road, with Kamet and Costis fleeing for their lives. That sort of action, long-term, tends to be hard to do well, and it does make things drag a bit through the middle of the book.

As such, this is more of a ‘buddy movie’ book, and another successful change-up in format. There is also the usual reveal of a crucial bit not told the reader (nor Kamet) for quite a bit to change perceptions of what has happened. (I still have some motivation problems there.) I prefer the bigger political entries in this series, so it’s not a high point for me because they only intrude in summary here. I also think a bit more examination of the nature of various types of power could have helped the themes of the book. Still, it very good, I recommend the series as a whole.

└ Tags: books, fantasy, reading, review
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