Games
Minireview: The Demon Within (D3)

The Demon Within (by Stephen S. Greer and Tim Hitchcock) continues Paizo’s “D” series of modules, focusing on dungeon crawls and such. While those can be tiresome combatfests (and this one does have a lot of combat), here it’s thankfully not the only content. There’s an actual plot, and a pretty interesting one at that.
Presented is an order of knights who stand vigil over the “Worldwound”, a demon-infested wasteland. An ancient artifact (what else?) has kept the demons at bay, but now the demons have discovered a weakness in the defenses and are preparing to invade. Guess who gets to visit the place just as the demons attack? Right. No surprises there.
There’s a lot to like here. NPC motivations are key to several things, there are quite a few important non-combat encounters, and in general there is more a sense of plot than the usual “go to this dungeon and get the loot”. I’m not even sure if “D” is a fitting classification for this module… but be that as may, this is good stuff (assuming you’re ok with a lot of combat, too). […]
Minireview: Pathfinder #8, Seven Days to the Grave

Seven Days to the Grave, by F. Wesley Schneider, continues the “Curse of the Crimson Throne” adventure path. The city of Korvosa is slowly adjusting to the change in rulers, when a new danger appears: a deadly disease which kills in about seven days (thus the title), with an extremely high fatality rate. Where did the disease come from, and why is nobody able to do much about it? Naturally enough, it falls on the PCs to figure things out.
A good continuation to the adventure path, this chapter features a wide variety of encounters and situations (like the first part). It retains the small problem of “how do I get the PCs involved in all this”, but it’s assumed the GM has figured out a way after running part one – the default scenario has the PCs involved via the town guard, perhaps being a part of it themselves. If your game has a different setup, be prepared to do a bit of extra work in setting things up. As before, it’s assumed the PCs have some reason to stay in town (patriotism, personal ties, etc) and not just get the hell out of a plague city – otherwise this chapter will prove to be very short indeed.
Not much to fault here, the adventure part of the book(let) is very good and the other chapters are also good reading. This chapter gets extra points for being the first semi-serious look (that I’ve seen) at how large-scale plagues would work in a fantasy environment which has things like Cure Disease – and for providing lots of reasons why magic alone won’t save the day. So far, this adventure path is shaping up to be quite excellent.
One of the things I like about most of Paizo’s adventures is that they don’t all automatically assume that things will be resolved via combat – a common failing of all so many D&D adventures. […]
Cooking with D&D
Oh boy. This is all too accurate (and funny): Killjoy Cooking With the Dungeons & Dragons Crowd (from Wired). […]
VTES weekend, with sauna
Very nice weekend, Teemu & Tuukka organized a repetition of last year’s VTES miniqualifier tournament weekend – in other words, 2 days of VTES tournament and casual play, with beer, sauna and the option to swim in the sea. Huge amount of fun, and the sea wasn’t that cold anymore… at least not after enough alcohol in the bloodstream, to keep things lubricated.
Did poorly in the first day’s tournament, but that was no big surprise; I was playing my Daughters anarch voter, which isn’t really a tournament deck (I’ve been forced to conclude). When it works it works great, but it can and will fail in so many ways. In other words, it’s much too fragile. Had fun playing, though, and the casual games in the evening were entertaining also. Tuomas went on to win the first day tournament with his Mind Rape + Tupdog deck (which he in vain tried to claim wasn’t actually a Mind Rape + Tupdog deck).
Second day went much better, I tried out my newish Osebo combat toolbox and it did surprisingly well. After a table sweep and some extra VPs, I make it to the finals. Things actually looked pretty good there for a while, but then I ran out of intercept and Tuukka’s Malks swept over me. Was largely my own fault, I fouled up by transferring out the wrong vampire by mistake; if I had gotten the rush-capable Massassi out (as intended), things might have gone differently. Oh well. In any case, I was pleasantly suprised by the performance of that deck, even though it has lots of weak points. Need more Preternatural Strength (doesn’t everyone?)…
The last tournament round ended in a draw, with Tuomas and Tuukka both betting 2 VPs and Jukka getting one – but Tuukka got tournament win due to higher preliminary round totals. Score one more for the old-school Malks (though Tuukka’s deck didn’t use Dominate and was a pretty interesting take on the Malk S+B concept).
I think I’ll dismantle most of my current decks (barring the Osebo one and a Toreador one I’m working on) and build up some new ones with ideas I’ve been gathering. […]
Minireview: Delta Green

Well, after having run a few (kinda sorta) Delta Green one shot scenarios, I’ve now finally gotten around to reading the core book. I was pretty familiar with the general game/world setup before, having read all the DG novels and short stories – but still, this was very much worth reading. I can easily understand why people went “whoah!” when this was first published, and why the original print run sold out: this is Cthulhu updated to the modern age, dripping with conspiracy, paranoia and a sense of doom. The whole tone here is “push back the darkness one more day”, and it picks up a lot of cues from cold war spy stories. Burned-out people trying to keep themselves alive and sane by whatever means necessary, fighting an invisible war that most other people around them are (happily) blind to.
The basic tone and setup is reminiscent of The X-Files (though frequently much grimmer), but it’s not a copy; Delta Green preceeded X-Files by about a year, and was born from the writers wanting a modern Cthulhu game in which the PCs actually had a reason to stick together.
This new edition of the game is hardbound and is double-statted for BRP/d20, but it otherwise identical to the original as far as I know. It contains info on the basic game setup and details on the main groups, most of which are hostile to Delta Green. The second half of the book contains three scenarios: the startup scenario Puppet Shows and Shadow Plays, the (in)famously deadly Convergence, and a longer mini-campaign titled The New Age. All are very good, though I’d hesistate to run Convergence other than as a one-shot, it’s ridiculouly dangerous even for a Cthuhu scenario and should result in an extremely likely total party kill (not “possible”, but “almost certain”). You have been warned.
The book ends up with a big infodump on U.S. government agencies (I had no idea there were so many, the alphabet soup here can make your head spin). Extremely nice detail if you want to add a degree of realistic detail to your game, and should be useful as a resource for other games, too.
There have been some claims that Delta Green doesn’t really work in the post-9/11 U.S., with the tighter scrutiny on federal agency ops and anti-terrorist paranoia which makes a cell operation like Delta Green look precisely like a terrorist operation. Which it is, in many regards. I’m not sure about all that – government agencies are massive things with typically low efficiencies and lots of obfuscation and layers, it doesn’t strain my sense of disbelief to have “shadow ops” still going on under official pretenses. Also, some have said that the X-Files/UFO elements of DG are “outdated”… and I’m not sure I agree on that, either. The Grey/MJ-12 thing is only one small part of the game, and the fact that terrorists have replaced UFOs in the public landscape doesn’t mean that you can’t still use UFO mythology. It might be even more effective in a game, now, since we’re well past the X-Files boom.
In short: I don’t really see any problems in running Delta Green set in a modern U.S. – and if you do happen to have a problem, you can always set your game in pre-9/11 times. Problem solved. I’ve gotten the impression that a “New Millennium” DG sourcebook is one idea the writers have been bouncing around, so we might even get an “official” version of the “DG in 2000s” thing some day.
This is a truly excellent book, and its reputation of being one of the best game expansion books ever published is well-deserved. The amount of new, weird and disturbing ideas here is off the scale, it’s a magic blend of Cthulhu, film noir, Cold War spy stories, X-Files and many other ingredients. I can’t really recommend this book and game highly enough. […]
Twilight Revolted
We had the “postrelease” tournament for the new Twilight Rebellion VTES set on Saturday. I’ve always found pre/postrelease tournaments a lot of fun, and this was no exception – about 20 players, and lots of new cards to try to figure out. We made decks from 5 drafted Anarchs boosters plus 5 drafted Twilight Rebellion boosters, so it was a low-resource game for everyone. No pool gain, very limited intercept, etc. Tuomas took the tournament win once again, with Tuukka coming in second place, proving that some people are just better players than others. No surprise there.
The set looks solid. Lots of powerful cards for the Anarchs, just what they’ve needed in order to be tournament-level viable. The balance looks good; while there are some very powerful cards in there, they also have suitable restrictions; I didn’t spot any immediate this-will-become-a-problem cases yet. We’ll see, once people start building decks from these. It becomes legal for tournament play on June 27th.
Sunday was a lazy day, which was nice and much-needed. We had one of our semi-regular movie weekends, with some people coming over to watch stuff with the theme “virtual realities” – which meant Matrix, The 13th Floor and ExistenZ. I’d seen all three before, but they stood up well to second (or third) viewings. Read a bit, ate lots of good cabbage soup, did some more Rails coding… nice and relaxing. […]
Swordplay, imaginary and otherwise

We finally managed to run a session of Exalted last Sunday, after some scheduling difficulties. The characters, now in the Northern trapper town of Wangler’s Knob, did some expected things (talk with the locals, set out for the even-farther North) and some slightly unexpected ones (ambushed a Dragonblood expedition in the middle of the snowy wilderness). It was a logical (if ruthless) thing to do, and it was great – the fight was the biggest one we’ve had yet, and Khamyn met the limits of his invulnerability for the first time; I was pretty sure he was a goner for a small while there. It was tight, they were facing 9 skilled Wood Aspects plus their retinue. It was also great because of the moral problems it caused and will cause – since they were the ones attacking without warning in the middle of the night, supported by a demon horde (yes, really)… who exactly are the bad guys here? The fact that the target Dragonbloods had actually been quite pleasant to the characters previously adds some fuel to that fire. While it was a bit unexpected (I expected potential violence, but at a different time and place), storywise this was good. The massive fight ate up much of the playtime, but it also gave us a chance to practice the combat mechanics.
Outside that version of Creation, real-life swordplay has involved a lot less flashy gymnastics and a lot more old-fashioned sweat and repetition of basic moves. My heel, which was giving me serious problems last Wednesday and Thursday, has apparently healed; good, since tendon/joint pains are something that I’m extremely wary of. Tuesday’s basic training went well, and yesterday’s rapier also. While tiring and sweaty, rapier didn’t kill my arm too badly this time round. Maybe some little strength is returning, an iota at a time. […]
Minireview: Flashbacks II

With Flashbacks II, it’s time for another batch of classic Paranoia modules converted to Paranoia XP. These are a bit more of the slapstick/pun variety than the batch in the first Flashbacks volume, but they are lots of fun to read – and to play, I suspect. The worst of the pun names have been changed in keeping with Paranoia XP’s slightly more serious tone and some references to new Paranoia XP stuff has been added, but generally the storylines (what little I remember of them) are unchanged.
First off, there’s Orcbusters, which is one long D&D spoof. An interdimensional rift transports three wizards and their henchman into Alpha Complex, with predictable results. Naturally, the action takes place mostly in DND and TSR sectors, but there’s a nice opportunity for the Troubleshooters to go on a genuine dungeon crawl. I’m sure they’ll appreciate the opportunity. Oh, and there’s a Wandering Monster Table.
Second, there’s Clones In Space, in which the Troubleshooters get send to orbit, thanks to a new “experimental high-speed elevator”. Naturally, space contains mad robots, aliens (who want our women), and all the other cliches direct from TV and movies. Probability of successful return to Alpha Complex? Low. Really low. Probability of explosive decompression? 99.999%.
Lastly, there’s the classic The People’s Glorious Revolutionary Adventure. Here the players get to play loyal servants of the Communist Controlled Complex Population (CCCP), under the benevolent eye of Tovarich Computer, the Big Red One. They get the glorious opportunity to be the people’s vanguard in the attack against the imperialist oppressor pig-dog lackeys of Alpha Complex. They also get to wield heavy weaponry, and do lots of stuff players in Paranoia games usually don’t get to do. They also get to do a lot of things that are quite traditional, like get screwed by Catch-22 bureaucracy, get shot at, get incomplete instructions and gear, etc. There’s also a lot of borch to slurp through.
While the adventures in Flashbacks contained most of my personal favorites from among the classics, these three are also great. I’m not sure if I’ve ever played them (maybe Clones in Space, long long time ago), but as usual for good Paranoia modules they are a hell of a lot of fun to read. Good stuff. […]
This and that
Some small notes that don’t really merit a separate post…
Good things about our house #N: having two showers means that if one should break (as one did, by starting to drip ceaselessly), you still have the other one and don’t need to fix the thing right now! (just “asap” will do).
The Cat Containment System (tm) is not fully operational and functioning. In other words, we finally completed the extra fencing on top of our yard fence, so that we can now let the cats out into the yard without too much furry leakage. Seems catproof so far; there is one theoretical escape route but that should vanish Saturday when we get a certain tree cut down. Who knows, maybe the felines will start digging an escape tunnel next – stay tuned.

I’m slowly dipping my toes into miniatures. Having been fascinated with Dream Pod 9’s Heavy Gear roleplaying game for a long time, I’m now getting into the miniatures wargame side of that game. The new tactical system (Blitz!) has been getting a ton of praise from various directions, and the new expanded Heavy Gear Blitz! Locked & Loaded rulebook should be shipping in my direction next week. After I get that, I’ll decide what factions appeal to me most and get a few starter squads… and after that, I’ll actually need to learn how to assemble and paint the things. Scary. I’m not sure if there are many (or any) Heavy Gear tactical players in the Helsinki area, but if nothing else I can recruit some friends to help with playtesting. Don’t know exactly why, but even though “mechs” as a concept has always left me cold, the smaller power-armor style that Heavy Gear uses triggers all my “kewl!” buttons. The rpg rocks, and I’m hoping the miniatures game will too.
The Delta Green: Targets of Opportunity ransom is now at $15750 (of $20k), so it needs 85 more pledges/pre-orders to be a “go!”. Still 12 days to go on that, no panic yet – but it’s hard to predict how this will go. So… if you’re on the fence on this, now would be a good time to throw in your $50. Even if you later decide you don’t need the book, it’s a limited printing of 1000 and the previous such (Eyes Only) sold out very fast. In other words, you can easily make a profit on eBay later, if needed (when available, Eyes Only has been eBay:ing for around $90-$100). Of course, the real reason to get this is to get some more great DG stuff. Not enough of that in the world. […]
Minireview: River Into Darkness (W2)

Greg A. Vaughan’s River Into Darkness is an attempt to do a D&D version of the classic “African river journey” story, but it only succeeds partially. Some bits are very nice; I liked the opening town of Bloodcove (despite the silly name), and the almost-paddlesteamer boat is a fun idea.
However, the encounters along the way seem a bit disjointed and not all that exciting, and the finale is maybe a bit too open-ended. Sure, it’s nice to give the PCs lots of freedom to choose, but some more detail on the consequences either way would have been nice. With a good GM and some extra prep, I’m sure this would be a fun romp to run/play, especially if you feel like some “out in the wilderness” action to give your outdoors specialist characters a chance to shine.
This isn’t bad by any means, just a bit lackluster compared to other Paizo modules. […]