Rindis.com

All my hobbies, all the time
  • Home
  • My Blog
  • Games
  • History

Categories

  • Books (454)
  • Comics (10)
  • Gaming (883)
    • Boardgaming (652)
      • ASL (151)
      • CC:Ancients (79)
      • F&E (78)
        • BvR – The Wind (26)
        • Four Vassal War (9)
        • Konya wa Hurricane (17)
        • Second Wind (5)
      • SFB (77)
    • Computer games (152)
      • MMO (74)
    • Design and Effect (6)
    • RPGs (64)
      • D&D (25)
        • O2 Blade of Vengeance (3)
      • GURPS (31)
  • History (10)
  • Life (81)
    • Conventions (9)
  • News (29)
  • Technology (6)
  • Video (45)
    • Anime (43)
  • Writing (1)

Patreon

Support Rindis.com on Patreon!
Become a patron at Patreon!

Other blogs:

RSS Inside GMT

  • “The King of the Fertile Crescent!”: An Ancient Civilizations of the Middle East After Action Report June 20, 2025

RSS Playing at the World

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

RSS Dyson’s Dodecahedron

  • Shrine on the Mosswater June 20, 2025

RSS Quest for Fun!

  • Talking to Myself June 3, 2025

RSS Bruce Heard and New Stories

  • D&D Class: The Cryptreaver February 24, 2025

RSS Chicago Wargamer

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

RSS CRRPG Addict

  • BOSS: Beyond Moria: Summary and Rating June 17, 2025
SF&F blogs:

RSS Fantasy Cafe

  • Review of The Knight and the Moth by Rachel Gillig May 28, 2025

RSS Lynn’s Book Blog

  • Friday Face Off: Another Fine Mess by Lindy Ryan June 20, 2025
ASL blogs:

RSS Sitrep

  • Blockhaus Rock April 1, 2025

RSS Hong Kong Wargamer

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

RSS Hex and Violence

  • This still exists? March 25, 2025

RSS Grumble Jones

  • Grumble Jones June Scenario GJ148 Patrol to Contact June 1, 2025

RSS Desperation Morale

  • 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

  • Restraining & Questioning a Storm Giant June 7, 2025

RSS Gaming Ballistic

  • Preview PDF Downloads Suspended due to Bot Spam January 5, 2025

RSS Ravens N’ Pennies

  • Carpe Blogiem: Author, Patreon, and Blog Highlights – February and March 2025 March 30, 2025

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 Kung Fu Furries #3: “The Horned Lizard Tags In” June 8, 2025

RSS Orbs and Balrogs

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

Fire on High

by Rindis on May 31, 2025 at 12:00 pm
Posted In: Books

This is the same length as the other New Frontiers books, but it feels just a bit meatier, and more than just a longer episode.

Also, the subplots feel more natural to the overall plot this time. There’s still odd bits sticking out, but not nearly to the same extent.

A surprising amount of this book is still dealing with the MacGuffin of the previous book. This does provide some suspense and action in a series that definitely trends towards the soap opera side of things.

Being Star Trek, we have new MacGuffins here. Or, two related ones, basically all-new, and then another which is a return of previous one. And that’s the strong part of the format here. The books are nominally independent, but not only do things continue from book to book, but older threads resurface in new forms. And we get treated to a multi-layered ending section with good tension because of it.

So, this one flowed better than book 5, and the characters are continuing to round out. The various plotlines work out better here, and the sex-comedy side feels relevant with a humorous chapter that really works.

└ Tags: books, reading, review, science fiction, Star Trek
 Comment 

Expanded Fury

by Rindis on May 27, 2025 at 12:00 pm
Posted In: Computer games

This is the twelfth in a series of reviews looking at the evolution of Crusader Kings II. See the previous reviews here:
Crusader Kings II:
The Second Crusade
The Old Gods: That Old-Time Religion
Sons of Abraham: A Little of Everything
Rajas of India: My Elephant for a Kingdom
Charlemagne: Back in Time
Way of Life: The Short Way
Horse Lords: For the Horde
Conclave: Lords of the Realm
The Reaper’s Due: Crusader Kings: Pandemic
Monks and Mystics: Secret Mystic
Jade Dragon: Off-Panel Dragon

After Jade Dragon, work on Crusader Kings II continued, but the next expansion would take a full year to come out, a very long time in the fast pace of expansions that Paradox had largely set since the release of CK II in 2012.

It was originally thought that this would be patch 2.9, but was bumped up to 3.0 when it was realized that Holy Fury would be the last expansion for Paradox’s breakout hit, which was released on November 13, 2018.

Map

One of the first orders of business was reworking parts of the map, for better geography and better balanced regions. Six new provinces were added to Poland, along with a rework of the area’s river system. The Baltics (Lithuania) got seven new provinces were added with a new de jure kingdom and duchy. Finland got eight new provinces (to help pathing as much as anything else), but available holdings dropped to one or two per province.

The main area of Russia also got a lot of changes, breaking up large provinces around important places like Kiev for somewhere over thirty new provinces, new de jure kingdoms and duchies, and the Kievan Rus was reworked into a set of tributaries around a central state for 1066, to represent the civil war between the sons of Yaroslav the Wise.

Scandinavia also got changes geared towards pathing issues and making it a better place to be marching in, with seventeen new provinces (and Iceland was increased from two to four), with appropriate de jure changes.

There are now two Burgandies (this is entirely appropriate), as the Duchy of Upper Burgundy in the HRE was already there (but now reworked a bit), and now there’s a French duchy in the Franche Compte. South of the Alps, there were extensive changes to Italy, which as one of the richer areas of Europe certainly deserved some extra detail. They also split up the de jure kingdoms there to encourage a more historical split of power.

Northern Africa did not really gain any explicit detail, but the borders were moved around a lot to get rid of a bunch of straight-line borders. Mali got detail, with about double the counties in the region, and a bunch of new territory east of there added (Kanem-Bornu and Lake Chad). This allows the sub-Saharan areas contact with each other, and keeps their only outlet being to the north. Additionally, they added in all-new trans-Saharan trade routes. These have a base value of nearly zero, so you have to make a special effort on them to make them worth anything (and require Horse Lords or Jade Dragon for the trade route mechanics).

New Game Rules

One thing the design team tackled was the ability to have separated bits of territory all over the map. This “border gore” isn’t too hard to get into, but with the communications of the time, fairly ahistorical. So, there’s a new rule (that defaults to ‘off’) that will generally force areas disconnected from the capital to become independent, if there’s no one immediately available to get the title, a random lowborn peasant will be generated to take over.

With the focus on crusades, new rules for them were also introduced. The Shepherd’s Crusade events from Sons of Abraham were completely redone, and a rule for disabling it added. Similarly, Holy Fury includes events for the Children’s Crusade and the Fourth Crusade (which is not fixed to any particular crusade), and rules for them.

Similarly, the Northern Crusades get a series of events (and a rule to turn them off), where the Teutonic Knights will target a de jure kingdom and try to conquer and convert it, one duchy-level title at a time. And the Reconquista of Iberia can be declared, with event troops showing up rather like the pagan conquest mechanics, or separate event adventurers may show up to try and take over particular counties, if things are going badly on the Catholic side.

A View of Characters

The main character window got a rework for the patch. A lot of section names were replaced with icons (with more complete hoverover explanation) to make more room.

To go along with this, the personal combat skill was given next to the main six attributes. It had existed before this, but was now given an expanded role, and broken out of the (army) combat modifiers list.

This let them squeeze in a few more buttons for the expansion, such as one that gives a list of everyone the character has killed. (Just in case, you know, you can’t keep track of all the ghosts haunting you.)

Burn It All Down

The expansion added two major game modes to the game. One, the shattered world, removes all the higher-level titles (as being held by someone, they still exist de jure for creation by a successful warlord), leaving everything as independent duchies or counties (depending on choices during setup).

To add to the chaos, a special “consolidation” casus belli is available at the start of the game which lets you declare war to make neighboring counties your vassals. How long this is possible is another at-start setting.

And then there is the random world, which keeps the higher-level power structures in play, but with actual political entities different, with different cultures and religions. In fact, there will be all-new religions and cultures, though they are just renamed ones from the normal historical set, and will act like their normal counterparts.

Note that the geography of Europe (and Asia and northern Africa) doesn’t change, nor do provinces, just the other aspects of the world. Both are ways to shake things up for people who are too used to all the usual powers of the medieval world. With the settings, you can keep or dispense with the empires, but even if you keep them, they will be different empires in different places. The religion and cultural mix will change where you run into trouble with different cultures.

Oh, and if that’s not enough craziness for you, if you cycle through the historical/non-historical options a few times, you can get at an animal kingdom/animal world option, where all the people are various types of animals (actual animals, not furries). Well, the portraits anyway, and it has problems with inappropriate clothing options, but its a surprising Easter egg for anyone who wants to go a bit silly. Also, annoyingly, the off-map presence of the Chinese Empire from Jade Dragon does not get modified by this.

Nature of Paganism

Holy Fury allows you to play as any of the pagan religions (also unlocked by The Old Gods), and enhances the religious reform mechanics.

Now, a person reforming a faith chooses one nature, two doctrines, and one leadership. Each religion has a default set to use, but there is no penalty for making it exactly what you want. The leadership options include a unique one available to each possible reforming religion.

All of this of course decides the religious rules that you will operate under, and can make it much easier to deal with your circumstances (e.g., the cosmopolitan nature lets you marry between different faiths, which may be important if you expect to be alone in your new religion).

I’ve never gotten around to reforming one of the pagan religions, so it’s a bit academic to me. One one hand the options are very nice, and nicely done, on the other you can really go against what anyone in that culture would accept (pacifist Norse…?) which is grating on my sensibilities. Also, you chose it all yourself at one time; I think a longer process, like the EU IV government reforms would have been a better idea.

On the other hand, they also added the mass conversion decision. Much of the spread of Christianity in the early Middle Ages was from a king converting, and ordering all his people to convert too. This is now covered in-game, and makes converting from a pagan religion much more attractive, as before a conversion would lead to poor relations with your court and rebellious provinces. This will at least alleviate that, as it won’t be universal (unless you’re really popular and powerful), but it should allow the realm time to get used to the new god.

On Crusade

Along with everything else, crusades (as opposed to holy wars) were reworked for the patch. It was felt that it was long past time to try to fix the problems that kept them from generating the kind of situation that happened in history.

Now, when the Pope calls a crusade, rulers can pledge themselves to it, and when the crusade starts, they are automatically at war. You can spend piety to change the target of the crusade (say, to someone nearby and threatening), name a beneficiary, and donate money and artifacts to the cause.

After a victorious crusade, the beneficiary of the ruler with the highest contribution becomes the king of the new kingdom (you can take it for yourself, but the computer won’t, and you get a relations penalty with the Pope). Lower contribution beneficiaries get the lower titles, and everyone gets a share of the donations to help get the new realm going.

This is a very nice rework of the crusade mechanic that gives much better results than before. The ability to change to your beneficiary when titles are handed out is also a really good feature, letting you deal with the problems of the Crusader States directly.

Thick as Blood

An all-new feature for the expansion is bloodlines. These are the reputations that follow the heirs of especially storied individuals and add a psychological edge just by being related.

There are over 60 historical bloodlines in the game. Many of these are for things after the standard start of the game (1066), but will be created if the right circumstances happen (for instance, if William of Normandy successfully conquers England, he founds a bloodline with reputation bonuses for Normans, English, and bastards, and members of the bloodline can legitimize bastards for free). There are a bunch of ways to create non-historical bloodlines as well, but instead of having them flow naturally out of impressive events (admittedly hard to write for in the abstract), a character needs to have an ambition to found a bloodline, and then hit the goals needed for a particular one.

A character can also become a saint, which will act like the founding of a bloodline. A character needs a fairly demanding set of traits at death, which will get them beatified, after which there is a small chance that they will be made a saint after some delay.

Bloodlines share some ideas with the central dynastic mechanics, but with more restrictions. There are ways to work around the fact that most only go down the male line, and of course joining two lines is possible, but difficult.

The effects of these are nice, but generally modest. Most bloodlines have a relations bonus with certain groups, and bonuses to a couple stats (often personal combat skill). They’re an edge, and look great on the resume, but they shouldn’t dominate your thinking.

Conclusion

All of this is still just hitting most of the highlights. Both the patch and the expansion are really huge packages that did a lot to improve the game. The map improvements are always welcome, and crusades not giving the feel of their historical exemplars has been a problem they’ve been trying to fix since the first game (still not necessarily perfect, but very much improved).

Further improvements include changes to how the succession laws work, adding a the need for Christian rulers to hold a coronation in the expansion, additions to the ‘restore the Roman Empire’ events, and so on.

On the other hand, it turned out to be the last expansion for Crusader Kings II. But not the end of development, as there would be another three major content patches. I will be wrapping up this review series with a review of those patches, and my overall recommendations for the expansions.

└ Tags: Crusader Kings, gaming, Paradox, review
 Comment 

Lincoln at Peoria

by Rindis on May 23, 2025 at 12:00 pm
Posted In: Books

By the description, this is a through examination of one particular speech Abraham Lincoln gave at the start of his second career in politics.

That’s actually a very incomplete description. This book is much more about all the history surrounding it.

Lehrman’s contention is that a speech Lincoln gave in October 1854 should be as well remembered as some of his later speeches, like Cooper Union, and the Second Inaugural. That’s not really going to happen, but he does have good things to say about how it is foundational to most anything he said later.

The book is generally at its best recounting the history directly related to Lincoln and his speeches in the 1850s. You get the set up with the Kansas-Nebraska Act, and all the political conflict that set in motion. Something Lehrman is quite clear about, but lets get a little overshadowed in other parts of the book is that the speech discussed here was given, apparently in largely the same form, just a few days before in Springfield. His words there were not recorded, and there’s not enough to even begin to reconstruct exactly what he said there, and it’s assumed that Peoria was basically a repeat of it. I’m tempted to think that Springfield may be more of first draft that had been polished afterward at Peoria. But we’ll never know. We do know that Lincoln was directly involved in making sure this version got out for people to read.

And while it’s not as well known, it has been read, and Lehrman leans a lot on existing commentaries on the speech in his book. Enough so that this book is not really able to into a very deep dissection of what Lincoln said, instead presenting more of what others have said. Which is fine enough for me, as that kind of textual analysis beyond my endurance. At the same time the second strength of this book is his look at where the thoughts presented in Peoria would echo in many further statements from Lincoln.

Despite the limited scope, this is not a fine combing over of the subject, and more of a general introduction to it. That is certainly fine for me, and it was a reasonably good read, if tending towards long-form repetition, and ignoring things just outside the spotlight.

└ Tags: books, history, reading, review
 Comment 

SL119 The First Carrier

by Rindis on May 19, 2025 at 12:15 pm
Posted In: SFB

After finishing up the latest adventure in Hatten, Patch and I turned to Star Fleet Battles. For our look into Y163, we went with “The First Carrier”, which is the demo scenario for the Kzinti DDV. They started fielding tactical warp fighters in the second half of the Four Powers War, and now that it’s over, they’ve built a special destroyer just to carry the improved AAS fighter.

The main action is reminiscent of SG33 “Treasure Ship“; an unmanned freighter has come out of WYN nebula, and both the Kzintis and Lyrans are trying to grab its cargo for themselves. This time, it’s a large freighter, and is completely dead (no fuel/power). The Lyrans have a CL and FF, while the Kzintis have the DDV and a FF. Interestingly, the scenario rules restrict the frigate’s drones to speed-8 and the DDV’s speed-12.

My initial plan as the Kzintis was to get to the middle of the board at speed 8 (so the fighters could keep up) and try to control the area around the freighter with the fighter squadron while I started towing it. I was thinking purely in terms of carrier operations and controlling a portion of the board. This was a mistake. Patch came in at speed 21, and was nearly to the freighter at the end of turn 1. We were both surprised to realize that a large freighter is still only MC 1/2, so that going speed 30 on turn 2 only slowed him down to speed 17. Drones and fighters couldn’t catch up to him, and even if I had boosted speeds to overtake that, the DDV and FF couldn’t do that much without the backup.

So… we reset to start the game again for the next session.

And the second time, I did not start with any fighters deployed (I had the four allowed by WS-III out the first time), and both ships went speed 18. The first turn was of course spent on approach to the freighter, and on impulse 21 the DDV launched a scatterpack. On 23, I started launching the fighters. On 25, the CL opened fire, hitting my FF with a disruptor, which I absorbed with batteries. The next impulse, I hit back with the FF hitting the CL with its disruptor. His FF returned the favor on 28, but missed with both. Finally, the scatterpack got to launch range, and bloomed on 32.

With both sides 3-5 hexes from the freighter at the start of turn 2, speeds dropped, with the Lyrans going 15, while the DDV went 10 and my FF went 12. With Patch closer, I thought he might grab the freighter and try to at least shift it towards his side before I could get in. Since I was already pointed in that direction, I figured I’d still intercept, and possibly force him to drop the tractor to get speed back up. However, Patch instead danced around it, leaving me the chance to grab it with the DDV, and start towing at speed 5. I was also spending more on EW, including loaning to the fighters so they were at 4/4 as long as the DDV was nearby.

My real surprise was the Lyran FF turned away from coming in right behind the CL on impulse 5, which announced an ESG during impulse 6. When it came up on 10, it was at radius 2, and a couple hexes away from my FF. On 11, the FF moved adjacent and launched drones. It also fired the disruptor and the forward ph-1 for 10 damage, 8 of which registered on the CL’s #2 shield. The drones moved on 12 to hit the ESG and reduce it, while the FF launched a shuttle. On 13, the CL slipped in, with the ESG killing the shuttle and doing damage to the FF in the midst of more direct fire (this was a partial mis-read of the ESG damage rule; the shuttle should have had one damage point left, and the FF take one more point), which did 9 more to the CL, but one overloaded disruptor, and a pair of ph-1s did 16 damage to the FF on terrible rolls, ending up with five internals; which was hull plus one warp hit.


↓ Read the rest of this entry…

└ Tags: gaming, SFB, Y163
1 Comment

World In My Claws

by Rindis on May 15, 2025 at 12:00 pm
Posted In: Books

Part two of Mating Flight picks up slightly after the first book ended. Trest was conquered at the end of the previous book, and there’s plenty of problems as they don’t realize it yet.

Related problems are actually something of the central pillar of book two, even though its peripheral to the central conflicts of it. It’s a neat trick, and done well here.

This book handles the bulk of the twelve-year period of the flight, and the time scale stretches out as there is less immediate excitement and more long-term projects take over. This also happens as the various dragons settle down with a better idea of who they are and how they want to relate to other people.

And this very unconventional mating flight comes up with unconventional answers. It is something of a celebration of found families, among other things.

The mating flight itself provides a nice mechanism for coming full circle, as it comes to an end, and the members of the flight arrange their official positions as adults in draconic society. This helps round out the novel in a very satisfying way, and hold things together for the conclusion. Overall, this is a great duology to get.

└ Tags: books, fantasy, reading, review
 Comment 
  • Page 2 of 296
  • «
  • 1
  • 2
  • 3
  • 4
  • 5
  • »
  • Last »

©2005-2025 Rindis.com | Powered by WordPress with ComicPress | Hosted on Rindis Hobby Den | Subscribe: RSS | Back to Top ↑