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Caliban’s War

by Rindis on September 24, 2025 at 12:00 pm
Posted In: Books

Book two of The Expanse has the same outline structure. Bad things happen, a man becomes very single-focused obsessed with finding a missing person, he runs into James Holden, mayhem ensues.

Structurally, it is different. We do change viewpoint characters, but instead of two characters operating in different in-novel genres, we have four different viewpoints. This varies things out, they’re all grounded in more regular SF, just with their own knowledge and worries. Even better, we’re not on a fixed rotation between them, and the story is allowed to bounce between them far more naturally.

The inciting event here is a creature suddenly appearing and wiping out nearly everyone in two marine units on Ganymede. One Martian, one Terran. This isn’t well or easily understood at first, and shooting starts between the two sides, largely wrecking infrastructure on Ganymede. Which is also the breadbasket of the outer colonies. This drives a lot of just-off-screen action, as things break down, but the overall crisis is still developing and is much slower moving than the book; which is to say the next couple of lean years have yet to play out.

The monster is definitely related to the protomolecule, the MacGuffin from the first book. Everything else about it is mysterious, and finding just who is up to nasty shenanigans this time is the main driver of the plot.

So, yes, anyone who wants to say this is something of a repeat of the first book has a real good point to make. But there’s plenty of differences outside of the highest-level concept, and I find the cast of characters much better balanced this time. So, it feels a bit familiar, but it does much better.

└ Tags: books, reading, review, science fiction
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Two Rounds of Loos (Hohenzollern Redoubt)

by Rindis on September 20, 2025 at 12:00 pm
Posted In: Boardgaming

After way too long, Mark and I returned to (C&C) The Great War, with the second scenario on the Battle of Loos. This is supposed to be the main attack, and the German trench setup is more compact, with a larger British back area. The British get an extra banner for each German trench they have units in, and the Germans can get an extra banner every time they play a Recon card.

Mark had the British for the first game, and the pre-game bombardment took out four hexes of wire, and put down a couple of shellholes in the approach. He led with Infantry Assault in the center, getting into the first trench, but with only a couple units that could attack. Good rolls nearly took both front-line German units out, but one fought back with Butt & Bayonet to do one block and force the unit back three hexes(!). I led with Attack Center, but used Counter Intelligence to get Butt & Bayonet back. I did two blocks each to two units, and Mark hit back with his own Butt & Bayonet to finish off a weak infantry.

Mark Attacked Right with a Box Barrage, with units running into the trenches, and a single hit to a mortar. I Attacked Center, and did a hit to each of two units. Mark did Recon in Force to run units forward, and did a hit to a MG. I used Orders From HQ to activate five (of seven) units to do two blocks each to two units (including the only one who’d made it to the second line), and finished off a weak infantry. Mark Attacked Right, and Physician recovered two hits on a bombadier. His main attack did a block to my bombadier, but his infantry took two in return from Butt & Bayonet. I Attacked Left to finish off that infantry, and Mark Attacked Center to Reposition his mortar and force my weak bombadier to retreat.

I Probed Left for no result, Mark Assaulted Left to nearly take out a MG, and Butt & Bayonet finished off the forward assaulting unit. I did Infantry Assault in the center to get at the two remaining British units in my trenches and destroyed the one in the front line, but left the one in the second line with one block. Mark used Storm of Fire to finish off my bombadier, and I countered with Forward, finishing off one unit, and doing two hits to his bombadier. Mark Infantry Assaulted on his left, taking out my MG. I Probed Left with a Machine Gun Barrage to finish off the bombadier. 6-5

My pre-game bombardment only took out two hexes of wire, but did give me four shellhole hexes right in front of my line, and a couple on my right past the wire. Probe Left let me move towards one of the gaps, and Mark used Recon Centre to take a free banner. Recon in Force got me into contact, and I did one block each to two units. Mark Assaulted Centre while I Held At All Costs, but Mark also used Short Supply to send my in-contact unit to my baseline, while he maneuvered.

I Probed Left to move up, and Mark took a block with a Probe Right. I Attacked Left with a Box Barrage, getting tripple-6 on targeting to blow a hole in the trenches and do two hits on his MG and make it retreat. His infantry took a hit and retreated three hexes. Mark did Artillery Bombard to hit a concentration in my trench, doing three blocks across two units. I Attacked Left to remove a hex of wire and force his retreating infantry back into the cover of the third line. Mark Probed Center to get a hit on two units. I Assaulted Center (using Tactician to shift from Left), moving forward through the gap in the wire. Mark Attacked Center to do a block to a weak infantry, and I Attacked Left to continue working my way in.

Mark used Storm of Fire and Mortar Barrage to eliminate two weak units, and do a block to another. Recon in Force got me a hit, and his weaker MG retreated to the baseline. Mark did Recon in Force (by this point we’d forgotten the banner rule) and got two hits on my lead unit. Mata Hari also took a pair of Direct From HQ out of my hand, and I’d been saving up points for them. Attack Center moved me up, but did no damage, and Probe Right forced a unit back. Infantry Assault got me into the second line and did two hits to a bombadier. Mark Probed Center to move him back, and Box Barrage weakened a infantry further while forcing another to retreat onto the wire. Out Flanked moved up my right, but I didn’t get anywhere on the left. Attack Right forced a unit out of the second line, but another Infantry Assault got me into the third line and eliminated three units (one through use of Lice while he was on the baseline; a hit and flag did for him). If I could survive to the next turn, I’d get credit for being in all three lines of trenches and win. Mark went for Whistles & Bugle Calls with Trench Raid, reducing my forward unit to one block, and Butt & Bayonet did two hits and two flags to his unit in the open, reducing him to a single block. His attacks over, I won at the start of my turn. 6-[4]

Afterword

One thing that is hard to get used to is that units aren’t as vulnerable in the open as it feels. While ranged combat is a much bigger worry, you generally only see three dice at a time, which is a big difference from the five dice heavies of CC:A. Also, if you want to get to a decision, you need to close to close combat. The skull side makes a real difference, and if you can get there with a bombadier, the fourth die is extremely important.

On the other hand, it feels like most of the deck is just section cards of various types. Tactic cards exist, and are really important when they come up, but they often don’t. The second round certainly saw me struggling to get good cards, until the double draw of recovering from Mata Hari broke that loose. I was having poor die luck as well at that point, but it suddenly turned around with the Infantry Assault, and that pretty well ended it.

└ Tags: gaming, The Great War, WWI
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Dreadnought

by Rindis on September 16, 2025 at 12:01 pm
Posted In: Books

This is a book where the subtitle is accurate and sums up the book far better than the title ever could: “Britain, Germany, and the Coming of the Great War”.

This is also Robert Massie at his best. Typically, he does a very good job following the life of one (Romanov) person, and showing the world around them. Dreadnought follows a much larger crowd through about sixty years. He handles all of this extremely well, keeping everything flowing, giving dozens of mini-biographies, and keeping the reader from getting confused.

His starting point is that in 1914 the King of England and the Emperor of Germany were closely related, and the House of Windsor was German to begin with. In the mid-1800s relations between Queen Victoria and relations were quite close to the various parts of the region of Germany. In those circumstances, Britain and Germany were unlikely to go to war. And yet that happened in 1914.

So, this is the story of how two countries went from a very close relationship to mutual suspicion and being on opposite sides of The Great War.

We start with a quick biography of Queen Victoria, her son (the future Edward VII), her daughter (“Vicky”) and her husband Frederick III of Germany. In what has to be the most spectacular mis-diagnosis of history, early detection of throat cancer is missed in Frederick, and he is already dying when he succeeds his father, and reigns for a little over three months.

This leaves us with Kaiser Wilhelm II, who would rule Germany until the end of WWI. An admirer of Britain, and especially desirous of grandmotherly approval, he has plenty of troubles he inherited, as well as many of his own making, and he falls in with von Tirpitz and both want a great German fleet which can show the world just how thoroughly Germany has arrived as a Great Power.

Of course, before that, Bismark enters the scene, and adroitly engineers a number of crises which unite Germany under Prussian control. Having gotten what he wants, his politics become much more conservative, looking to preserve peace in Europe. Knowing that any sort of agreement with France is now impossible, his priorities are propping up Austria-Hungary and making agreements with Russia, which is tough because those two are opposed on many subjects. (An interesting bit is Massie shows how the Kaiser and other hawks forced through a harsher peace in the Franco-Prussian War than Bismark wanted. He wanted to be able to deal with France afterward, like with Austria-Hungary.)

Once Wilhelm II removes Bismark as Chancellor, things slowly come apart, and that is kind of the central theme of the book, hidden under so many other elements. Russia and France come into alignment. And then Britain and France come to an agreement over their colonial problems and start drifting closer together. Germany wants a closer relationship with Britain, but is now building a nice modern navy. This is stated as being so they can protect their own commerce and colonies in a war, but is largely short-ranged heavy ships. The only thing the German navy can fight is the Royal Navy.

As the German navy expands, naval matters become more and more important. Part three (of five) is the shortest section of the book, and one chapter in there is pretty much all the attention the titular HMS Dreadnought gets. Still, he presents it all well, and the coming of Dreadnought is important to everything after, especially as the arms race between Britain and Germany takes all the attention. On the British side, wrangling over the budget as the bill for the Royal Navy goes up causes its own brand of chaos, but naval supremacy is the only position the government can take.

The last section, which covers from Agadir (1911) to the start of WWI is exceptionally good. It covers the naval discussions around trying to halt/slow down the arms race, and the London Conference during Balkan Wars, and finally the July Crisis.

Overall, Dreadnought runs to a bit over 900 pages, and is packed. There’s dozens of mini-biography, friendships, government maneuvers, notes between governments, and crises. Changing naval technology and changing attitudes. If you want Europe before WWI wrapped up and presented to you, this will do it. The main thing is Britain and Germany are the main players here, and don’t see much of what doesn’t matter to them. There is some talk of the British army and its change to a force that could properly support a land war in Europe, but not a lot of detail is gone into there.

└ Tags: books, history, reading, review
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Monsters of the Troll

by Rindis on September 12, 2025 at 12:00 pm
Posted In: RPGs

The second role playing game published was Tunnels & Trolls. Ever since, it has led a small independent existence, doing it’s own thing.

T&T quickly went through editions early on, ending with 5th in 1979, and then seventh came out around 2005 (they skipped 6th). Meanwhile, Ken St Andre, the designer, did Monsters! Monsters! in two editions (1976 and ’79) with Metagaming, which is the same system, but focusing on the monsters with those nasty dungeon delvers as the bad guys.

Tunnels & Trolls is owned by Flying Buffalo, and now Revolution Games is working on a new edition. Meanwhile, St Andre has self-published a new version of Monsters! Monsters! that stands as his current word on the RPG system he designed. By the introduction to the current version, he plans on doing a more thorough rework in the future, so this “2.7” edition is something of a placeholder. Trollgodfather Press (Ken St Andre’s personal publishing company) has followed up with supplements and adventures, generally set in a new world he has been developing along with a few other authors. (I assume this means Trollworld, where all the old Scottsdale group’s adventures happened is also owned by FBI/Revolution.) I believe there is only one rules supplement, Humans! Humans!, which details how run and equip humans and other civilized races for reasons that will be clear below.

I’m used to 5th edition T&T, and there are some decided changes here, but my understanding is that they’re mostly from 7E T&T. That said, if you’re familiar with any version of either game, everything here will be very familiar. And I worry that familiarity might be needed. The base system is very simple, needing just ten pages of the 112-page PDF to give all the essentials. But, it is written in a fairly conversational style, and there are places where I worry that someone who doesn’t already know the system would be missing important bits.

So, on to the actual system. This is a very simple and streamlined RPG, borrowing ideas from original D&D while often doing its own thing. There is no skill system, and really no differentiating one character from another other than what they do and the primary attributes. There are no secondary attributes. Your Constitution score is your hit points. Wizardry powers magic casting, and so on. T&T has character levels but they’re actually tossed out for monsters, so MM! doesn’t use them.

There’s eight primary attributes (it was six in T&T 5E), so you roll 3d6 eight times, and assign the numbers to the attributes. There’s five monster types in the beginning quick-start section, and after picking one, you add or subtract from what you rolled, and generally get a special ability (regeneration, fire resistance…), and since monsters don’t use a lot of tools, you’re basically done.

Later on, there’s fifteen pages of monster descriptions (including some extensive summary tables). Because this is a game of monsters for monsters, most of these can be player species as well. …But here the you multiply the scores (which is what T&T 5E did, and had a similar summary chart ported from the original MM!), instead of a flat add or subtract. I don’t know why the change, and only a couple appear in both sections, so the results could end up a bit odd.

The combat system is geared towards fast resolution… on a per round system. It can drag out a bit with evenly matched sides, as not a lot of damage will get delivered. Both sides roll damage, without any intermediate ‘do I hit’ step. Instead, the lower score is subtracted from the higher, and that difference is taken as damage. (This is great for one-on-one, I feel it loses a lot when you’re combining multiple people on each side, and then distributing the resulting damage out.) Armor subtracts from damage taken, anything that gets through that is subtracted from Constitution, and when that runs out, you’re dead. There’s no option for tactical maneuvers, no movement rates, nor turning it into a miniatures game.

The heart of the game is the saving roll, which is essentially a very early version of the attribute check that started showing up as a regular mechanic in D&D in the ’80s and is now one of the main parts of that system. The GM determines a difficulty level which defines a target number, and the attribute the check is made against. The character rolls 2d6 and adds his attribute score; if he hits the target number, he succeeds. Oh—and we get the first application of “exploding dice” here: if the character rolls doubles, he rolls again (and again, as long as he rolls doubles) and adds everything together. The attribute check/saving roll system is logical and can be easily applied to anything so it takes most of the load of attribute checks and a skill system with no problem. While mechanically differentiating two characters with similar characteristics but different backgrounds would be nice, it would be a burden on a system this light.

A new section (to me) is stunts, which is really just a proactive version of the saving roll. Saving rolls are generally called for to avoid something (level 1 vs Luck to avoid setting off a trap, level 2 vs Dexterity to get out of the way of the giant boulder, etc), while stunts are for characters to try and do something special like a maneuver to get out of combat. The player says what they want to do, and the GM assigns a saving roll to it.

T&T has always gone for massive characteristic totals. Character advancement involves getting a bonus to one of your attributes, which is always handy because there’s always harder saving rolls possible. In T&T you pick an attribute and get a bonus every time you level, MM!‘s level-less system gives you adventure points every time you take a saving roll (pass or fail) or defeat an enemy, and then you spend those to get stat bonuses.

There is one page for equipment, but then we move on to descriptions of various species on Zimrala, which includes more gear, and even goes into guns and other advanced gear.

And then magic is presented. There’s about fifteen pages of spell descriptions. This is largely the same system as T&T, but in 5E casting spells took energy in the form of strength, meaning a wizard would literally exhaust himself. Now, Wizardry is a separate attribute, and spellcasting normally comes from that instead (which at least gets rid of a lot of amazingly buff wizards). The spell list has some crossover, but also has a lot of different spells. I’d need to go through them, but I think you could mix-and-match easily without any oddities cropping up.

The second half of the PDF is setting information. The usual overview, some maps, a guide for a few places, and two GM adventures are given. I haven’t really gone through these yet, but of course it is all expanded upon in other products.

Because of the writing, I am a bit concerned with this edition occasionally skipping things, but it made sense to me. It’s a very stripped down system, and it does miss things that can be nice. If you want to be better at jumping than other people, or your Intelligence is focused on study of one subject, there’s nothing here. The only dials to work with are the eight primary characteristics. You can up your Dexterity, and become better at passing Dex-based saving rolls to make that jump, but every other saving roll on the same attribute gets better too, and everyone with the same Dex score is just as good as you.

But this is a very stripped down system, and it does a great job of getting out of its own way. As long as you’re willing to role play the rest, the main system is extremely easy to handle, and a system that’s barely changed since 1975 holds up very well today.

└ Tags: gaming, review, rpg, T&T
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Love, Witches & Other Delusions

by Rindis on September 8, 2025 at 12:00 pm
Posted In: Books

This covers the second half of the initial anime season. (Or, much more properly, the anime covers this.)

It retains the format of being smaller stories stitched together. The book gives them as chapters, but they are separate stories, connected by a fairly short amount of time passing.

We start with the main pair, Kazuma and Aqua, still sleeping in a stable and winter is coming on. This is a powerful motivator. And then Kazuma ends up temping with a different party. You know, with regular adventurers who aren’t useless. And Kazuma ends up showing how tactics and smarts can overcome a lack of overall power.

The next story is good, but less overall relevant. The third story deals with getting a real place to stay. This one is decidedly better in the anime, thanks to some superb comedic timing. The fourth story also is a bit better in the anime for much the same reasons. Like with anything in this genre, it has a sexy side, and this one leans on that more than usual for the jokes. That said, this is comedy, not ero, so everything falls apart in the face of mistaken identity and bad timing.

And then the fifth story suddenly turns back to adventuring and another climatic encounter. This doesn’t really flow out of the previous stories, so it feels abrupt, even though things did get name-dropped ahead of time. Kazuma gets to be competent again, echoing the first story, but there’s a big cast of other people being competent as well. It works, but does feel a bit light for what’s going on.

Overall, the second half of the first book is better than this is overall, though it’s a lot of fun. The anime definitely took was was here, didn’t really change anything, and still punched up the humor a bunch. Very impressive.

└ Tags: books, fantasy, light novel, reading, review
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