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Other blogs:

RSS Inside GMT

  • Meet The Northern Wei: A Civilization of GMT’s Ancient Civilizations of East Asia  June 19, 2026

RSS Playing at the World

  • Playing at the World 2E V2 Arrives May 5, 2025

RSS Dyson’s Dodecahedron

  • Blog Updates June 20, 2026

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  • The Expense Post May 24, 2026

RSS Bruce Heard and New Stories

  • Pain, Exhaustion, and Morale in D&D BECMI June 7, 2026

RSS Chicago Wargamer

  • The 2 Half-Squads - Episode 310: Cruising Through Crucible of Steel January 27, 2023

RSS CRRPG Addict

  • The Search for Freedom: Our Repeated Petitions June 20, 2026
SF&F blogs:

RSS Fantasy Cafe

  • The Leaning Pile of Books May 24, 2026

RSS Lynn’s Book Blog

  • Summer of Horror: Can’t Wait Wednesday: Sleepers in the Snow by Joanne Harris June 17, 2026
ASL blogs:

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  • Cardinal ASL Sins March 18, 2026

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  • FT114 Yellow Extract After Action Report (AAR) Advanced Squad Leader scenario April 16, 2025

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  • How to Learn ASL March 16, 2025

RSS Banzai!!

  • October North Texas Gameday October 21, 2019

RSS A Room Without a LOS

  • [Crossing the Moro CG] T=0902 -- Rough start July 18, 2015
GURPS blogs:

RSS Dungeon Fantastic

  • GMing Shortcuts in Felltower June 17, 2026

RSS Gaming Ballistic

  • B-Scale: Damage That Scales from Tardigrades to Kaiju June 5, 2026

RSS Ravens N’ Pennies

RSS Let’s GURPS

  • Review: GURPS Realm Management March 29, 2021

RSS No School Grognard

  • It came from the GURPS forums: Low-Tech armor and fire damage January 29, 2018

RSS The Collaborative Gamer

  • Thoughts on a Town Adventures System January 18, 2022

RSS Don’t Forget Your Boots

  • GURPS Supers Newport Academy #6: “Old Friends, New Again” June 7, 2026

RSS Orbs and Balrogs

  • Bretwalda - Daggers of Oxenaforda pt.4 - Fallen King May 27, 2017

The Citadel of Weeping Pearls

by Rindis on March 5, 2024 at 12:00 pm
Posted In: Books

As with other Ailette de Bodard stories I have read, this is a largely character-focused story with unfamiliar signposts.

In this case, we have three different stories going on at the same time, but they’re all focused on the same thing: the titular station, which disappeared thirty years ago.

It was a place of beauty and science, of wonders the likes of which have not been seen since.

Of a daughter of the Empress, who was driven to flee to the far bounds of space and time rather than fight her mother, who had become too worried over what this place could become.

Thirty years later, the disappearance of the Citadel of Weeping Pearls is still such a turning point that it attracts the attention of the three plot lines mentioned before. This gives the book a mix of mystery, time travel, and court intrigue. All three are well done, but I do find the structure a bit bare for my tastes.

However, the atmosphere and tone of the book are extremely well done. Again, that’s less to my tastes, but I do recommend it because it’s that well done. I’d recommend The Tea Master and the Detective as my favorite of the Xuya stories so far, but there is no reason to avoid this one at all.

└ Tags: books, reading, review, science fiction
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Pursuit of Glory for Vassal 2.0

by Rindis on March 1, 2024 at 12:00 pm
Posted In: Boardgaming

I took over maintenance of the Pursuit of Glory module ages ago, because I had a lot of trouble with it wanting to use shift-commands, which caused me to keep firing off commands while typing in the chat box. It was also using an older version of the map, which implied you could get around the water obstacle for the Suez Canal (you can’t).

The second edition of the game came out last year, and changed a few things, so I’ve been needing to update the module ever since. I finally started real work on it in January, have finally finished it off, and it is now available from the top entry on the Vassal Engine page.

Major features:

  • Map and cards have been updated for the changes in 2nd edition.
  • Counter graphics updated, including changes like Italians being dark green.
  • Top bar extensively reworked and standardized to 30-pixel images.
  • Symbolic die button used.
  • Solo mode added.
  • All markers and units from cards should be in the reinforcements windows.
  • Added overview and notes windows.
  • Enhanced chat log reporting.

While this is technically not an all-new module, very little has not been changed. You can load a previous game in this module, and after doing a counter refresh, everything should work (though control markers will definitely all revert to AP control), but I don’t think I can recommend trying it.

This is my first time doing a module with a complete toolbar replacement, and I developed a few graphics which I will hopefully get a chance to re-use in future projects.

└ Tags: gaming, Pursuit of Glory, Vassal
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Post-Roman Kingdoms: ‘Dark Ages’ Gaul & Britain, AD 450–800

by Rindis on February 26, 2024 at 12:00 pm
Posted In: Books

This is a bit surprising as an ‘Elite’ book in Osprey’s line, but it is certainly worth the extra pages over a regular Men-At-Arms book. I am also happy to see post-Roman Gaul and Britain considered together, especially as this is the period were Brittany developed its separate identity from absorbing refugees from Britain (which is touched on here).

Even at 64 pages, this is still too thin of a book to go into any real detail, and as ever, the strengths are in the visual reference. Sadly, Andrei Negin’s color plates are workmanlike, but hardly a source of inspiration. All of them at least have some form of background to place the type of environment these people are dealing with in, but they are solidly in the camp of standing around posing for the viewer instead of interacting, showing movement and use of equipment, and overall just being a rough miniatures painting guide.

The text itself also feels more surface level than usual. The initial sections do discuss the different paths of the various parts of Gaul, and then the notional high-level military organization of each, and then tackles Britain. Then we get the usual discussion of period equipment, with good notes of who was likely using what, and the likelihood of items being handed down (some more meditation on just how much equipment was made in Roman Gaul compared to sub- or post-Roman Gaul could be interesting here, but probably too scholarly for a enthusiast-facing book).

Beyond some of the general history, and brief mention of some of Arthur’s campaigns in the earliest sources, there’s not a lot of history here. No recounting of some of the battles of the period (admittedly, sources are the toughest part here, but it is still non-zero), to pick out bits about how armies in this period campaigned. Overall, the book feels very light and unfocused because of it. That said, there is reference to many of the early sources, some thoughts about the worth of some ‘later’ ones that seem to go back in oral tradition to this period, and as ever there is lots of good photography of artifacts and art, leaving visual reference as one of the stronger points of the book.

└ Tags: books, Elite, history, Osprey, reading, review
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SH169 Incident at Morkedia

by Rindis on February 22, 2024 at 12:00 pm
Posted In: SFB

After our latest fight in Hatten, Patch and I turned to SFB for our next main fight. Patch settled on an unusual fight with the Jindarians as our next scenario.

In “Incident at Morkedia”, a Jindarian caravan does a rare unprovoked attack on a small settlement, apparently after supplies. They have three of their asteroid ships (a CA and two CLs), while Federation forces show up for the defense at the start of turn 5 with a CA and CL. However, the settlement is well defended with a FF and pair of POLs on hand, along with a mobile base in orbit and a pair of ph-4 batteries, with a mining base and military garrison at the settlement.

The real goal is for the Jindarians to win control of the surface, bring a bunch of supplies up to their ships, and then get out again, with victory determined by how much they grabbed. I never even got close to that, and didn’t even get to the point of really worrying about it, because I had enough problems dealing with everything else around. But, we did get some practice with a lot of rules we’re not used to, starting with the Jindarians themselves. But ground bases, atmosphere effects, and the like are not things either of us is practiced in.

The Jindarians are pretty different on their own. They’ve been living in asteroids for millennia, and their ships are their homes. They only have minimal shields, but have lots of armor representing the bulk of the asteroid for each shield facing, and can even repair a certain amount of the armor during the scenario (and the shields at the same time, so they can potentially get a fair amount of protection back in one turn). The interiors of the ships are protected by special rules designating that none of them have a standard layout, and ‘anti-transporter fields’ that require power to operate, each cover one shield facing, and are hit on flag bridge hits. They have a few option slots, which are limited here to mostly cargo and hull, with one set of barracks. There’s extra fluff in fabrication and works boxes (destroyed on lab and cargo hits respectively). Shuttles are plentiful, and weapons are powerful, but few in number; movement costs are lower than expected of their class (and therefore much lower than you’d expect of a flying rock), but power is inadequate even for the low MC, making them overall power deficient.

Total armament across a CA and two CLs is nine WRGs (warp-augmented rail guns) and ten phasers. With those classes, I’d expect eight to ten heavy weapons (and the WRG is a good one), but a minimum of fourteen phasers, they have the Fed problem writ large, with a few internals compromising phaser coverage. Worse, they’re evenly distributed in various arcs, so there’s no good concentration of firepower to be had.

Once we sorted through a few difficulties in the rules (generally dealing with small base operations), we got going with my speeds meant to get me near the planet in one turn (20 for the CLs, CA 18), while the Federation ships cruised at somewhat lower speeds. Patch started with an instant minefield to interfere with those plans by putting three transporter bombs three hexes each from the planet, and then transported a fourth on impulse 3. The Federation ships then left, and later started swinging around onto my flank. The CLs stayed together and were on final approach to the planet by the end of the turn (taking a transporter bomb on the way in) while the CA cruised straight ahead all turn.

The two ph-4s fired on the CA as it dropped below the horizon on impulse 25. At range 7 they did 23 damage to punch through the #1 shield and do 13 to the armor (about a quarter of it). On 28 the two CLs each fired a WRG at the FF, with one hit through a +1 shift to do 17 damage (at range 4; the WRG has a scarily flat damage and to hit curve, with the to-hit dropping every ten hexes and the damage dropping every five, so that range 1-5 is all 5 or less to hit with 17 damage), and nearly collapse the #6. The next impulse another WRG fired and hit to do 14 internals to the FF, while two phasers from it nearly got the #5 shield of one of the CLs. On 30 a POL fired a photon at the CL but thankfully missed. On 31 the lead CL crashed into the minefield knocking out its #1, and the MB followed up with 2xph-1 for another 8 damage to the armor. On 32 the MB’s orbit brought it to range 1 of the lead CL, and it fired bearing ph-3s to do another seven damage to the armor, while the CL hit it with a WRG and 2xph-1s for 25 damage, leaving shield #5 at one box.


Turn 1, Impulse 32, showing movement from 16 on.
↓ Read the rest of this entry…

└ Tags: gaming, SFB, Y162
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Lady of Horses

by Rindis on February 18, 2024 at 12:00 pm
Posted In: Books

So of course I come to the “first” of the Epona books last. Admittedly, it was the third one written (out of four), so I’m not completely out of order, just mostly.

Not that it really matters, since while they all have similar themes, they are at best only passingly related to each other. This time we’re dealing with Proto-Indo-Europeans (or Proto-Proto-Indo-Europeans), somewhere on the steppes of Asia around, say, 4000 BCE.

Like the other books we’re treated to nomadic life, patriarchal politics and the kind of naturalistic shamanism that melds internal senses with being part of a bigger world. This is again entirely appropriate for the time period of society, and slides it towards the fantasy side of the aisle while also being historically appropriate.

This follows the general feel for such as the other books have had, along with their other themes, such as a love of horses, and a coming of age story. While there are again two distinctly different cultures at play here, this book is less about a direct clash between them, which helps Lady of Horses stand on its own better. It doesn’t feel quite as mythic in tone as the other books in the series, but I think I enjoyed the primary characters more here.

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