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Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Modular: The Traveller Central Supply Catalogue Page by Page: Survival Gear, Electronics and Computers…

Traveller Central Supply Catalogue
(Click through to first article)
256 Traveller rescue ball
Rescue Ball

I’ve finally started making use of the Mongoose 2 Traveller Central Supply Catalogue. As predicted, it’s been handy to have two sets of armour listings, which is as far as I got last time with my page-by-page.

The players — all 13-14 year old boys — liked the catalogue just to look at. Rules aside, it added coolness to our Traveller sandbox game. One or two of the items proved invaluable, including the Diplomatic Vest, which the rogue character leapt on with unholy glee. (He should, however, have considered something more powerful than the flechette gun.)

So, now we’re onto Survival Gear, Electronics, and Computers, sections that continue the faux catalogue conceit.

2. Survival Gear

As with Armour, this section duplicates and expands on the equipment in the core rules. For example, it tells us more about “Artificial Gills” to make clear that these must be worn with a mask, and includes lots of new items.

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Dilvish, the Damned by Roger Zelazny

Dilvish, the Damned by Roger Zelazny

“Have you given any thought to what you are going to do if — rather, when — you make it to the top?”

“Look for trouble,” Dilvish said. “Defend myself at all times. Strike instantly if I see the enemy.”

Black and Dilvish to each other in “Tower of Ice”

oie_1271358c5k3rMonDilvish, the Damned (1983), by Roger Zelazny, had been on my list of books and stories to avoid because of who recommended them. With this book, it was someone I played D&D with. In fact, he introduced me to the original D&D rules back in 1977 or ’78.

He was, and remains, the most voracious reader I’ve ever known, though he rarely reads outside of sci fi and fantasy. He would always tell me about whatever book he was reading — often read while he walked the mile and half to my house. When he’d describe a book to me, though, it was always about how cool and awesome the most powerful characters were. Big cowls and fancy wizardly skullcaps were symbols of greatness. The more absurdly godlike the protagonists were, the better.

A few years ago, he told me he was disappointed that the Twilight books didn’t end in an epic all out vampires vs. werewolves war. That Stephenie Meyer wouldn’t do that really didn’t make sense to him. It’s that sort of take on books that led me to take for granted that any book he suggested was going to annoy me as much as it excited him. I’ve overcome that block slowly. It took me nearly thirty years and a lot of positive recommendations to read Roger Zelazny’s Amber Chronicles. Even loving those — which I do — it took me another decade to pick up Dilvish, the Damned.

Dilvish is heir to both a Human house and an Elvish house, and a heroic warrior of great prowess. Two centuries ago, he came up against the powerful, evil sorcerer, Jelerak. The wizard, far stronger than Dilvish knew, turned the half-elf to stone and imprisoned his soul in Hell. It is only when Portaroy, a town once saved by Dilvish, comes under a new attack, he is freed to return to the mortal world with a metal horse named Black, and a desire to avenge himself on Jelerak.

Dilvish is part of the rebirth of swords & sorcery in the mid-60s alongside Elric and the Lancer Conan. Several of Zelazny’s stories were reprinted in S&S anthologies from the 1970s. Some of the stories are at least equal to those of Moorcock and Leiber, and way better than most by Lin Carter and John Jakes. Dilvish, the Damned is a 1983 fixup of all eleven Dilvish short stories. The first was originally published in Fantastic in 1965, and the last two first saw light of day in this collection.

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Modular: Picking Pathfinder

Modular: Picking Pathfinder

I’m curPatfhinder_Corerently running a Swords & Wizardry (S&W) campaign for a few friends. I wrote here about why I chose S&W instead of my preferred system, Pathfinder. In fact, that post served as the genesis for this Black Gate feature,  Modular. But now, I’m going to look at some of the strengths of Pathfinder and why, when this S&W campaign is done, I’m going to transition the group to a Pathfinder adventure.

So, though I had both played and run Pathfinder, I chose S&W for reasons I talked about in that prior post. I wanted a more story-driven, less mechanics-based system. Also, because two-thirds of the party was new to pen and paper RPGing, I wanted something lighter in the rules department. And there’s no comparison between the two in that regard. The S&W Core Rules comes in at just over 140 pages. The Pathfinder Core Rulebook is almost 600!

Now, I explained in that first post that while I was still reading RPG products, I had stopped playing during 3rd Edition Dungeons & Dragons (D&D): there simply hadn’t been time for it.

But I wanted to get back into playing, and the choice seemed to be between Pathfinder and the newly released 4th Edition. Now, I had only ever played D&D, going back to 1st Edition. I mean, it was synonymous with role playing games and 4th Edition was the natural choice. But as I researched both systems, Pathfinder clearly seemed to be the way to go.

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Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

Modular: The New Mongoose Traveller #3 — Random Adventures, Or How I GM’d With No Prep

(Read First Article)
(Read First Article)

Spacers in Ganelon Navy uniforms cram the bar. These guys have a reputation for trashing bars and brawling with strangers. However, this evening, they are beyond well behaved. They keep their hands off the waiting staff, even tip them generously. They are almost painfully polite — “I’m sorry I nearly jostled you! Please accept my apologies, and further apologies on behalf of my ship and indeed my culture…”

This is a problem!

Or at least a problem for the three hard-up traveling companions huddled around a small corner table… let’s call them Travellers... sipping beer from bulbs designed to cope with the 0.15G (these are real!). They have a contract to catch the Ganelon spacers behaving badly so as to compromise that star kingdom’s naval goodwill tour. So far, they are not seeing any bad behaviour.

Somewhat direct in mentality, Charadack, the retired marine sergeant in the group, starts loudly boasting about a battle in which the Imperium forces utterly thrashed those of Ganelon Star Kingdom. Perhaps he can provoke an assault?

After about fifteen minutes, a Ganelon officer carefully navigates the crowded bar and addresses Charadack: “I hear you are talking about your great victory. May I compliment you and the entire Imperium for your chivalry? You are brave and noble fighters, and indeed were exceptionally polite and gracious to the POWs captured as a result of  your glorious success…”

At this point, our Travellers are starting to freak out. What is going on?

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The Poison Apple: A Cosplayer’s Best Friend, Interview with Photographer Bruce Heinsius

The Poison Apple: A Cosplayer’s Best Friend, Interview with Photographer Bruce Heinsius

Josephine Chang as Silk

Josephine Chang as Silk

I wanted to preface that when I first met Bruce, we were both working as Still Photographers in Hollywood, and he was on Power Rangers, which has made a comeback with a new feature film after twenty-five years or so.

BH: I worked on the television show the first season shooting everything from action on the set to special shoots for calendars, trading cards, video box covers and magazines.

You and I have been out of touch for a while, but we reconnected on Facebook, because you took photos of someone else I was already friends with, and that’s when I noticed you started taking photos of cosplayers at conventions. Why don’t you share with the readers how you got involved with that?

Back in 2006, I was supposed to be doing a movie shoot. When I showed up, the person who hired me apologized and said he forgot to tell me it was cancelled because everyone was going to a cosplay event instead. So, I tagged along and was surprised how many comic book and animé characters were there. I wasn’t really doing action photos on that first event, but I still tried to create good portraiture while photographing people in costume.

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World Weaver Press Open for Submissions, Both Novels and Short Stories for a New Anthology

World Weaver Press Open for Submissions, Both Novels and Short Stories for a New Anthology

solarpunk-banner-submissions_2_origCongratulations are in order for World Weaver Press. Their Kickstarter Campaign is funded! (But don’t neglect those stretch goals, they still have cool stuff they want to do.) This means the Brazilian anthology, Solarpunk: Ecological and Fantastic Stories in a Sustainable World will be coming out in English. It also means that World Weaver will be releasing another solarpunk anthology of original stories written in English called Glass and Gardens: Solarpunk Summers. They’ve posted their call for submissions, and in it they say:

Solarpunk is a type of eco-conscious science fiction that imagines an optimistic future founded on renewable energies. It might take place in a wind-powered skyscraper or on a solar-powered robotic farm, in a bustling green-roofed metropolis or in a small but tech-saavy desert village. Often coupled with an art nouveau aesthetic, and always inclusive and diverse, solarpunk stories show the ways we have adapted to climate change, or the ways we have overcome it.

For this anthology, I want to see solarpunk summers. Show me futuristic stories that take place in summer, whether that involves a summer night in a rooftop garden, or characters adapting to extreme heat and weather, or an annual migration to cooler lands. Keep it planet-based (Earth or other), and optimistic. Solarpunk worlds aren’t necessarily utopias, but they definitely aren’t dystopias.

We’re a northern hemisphere publisher, but southern hemisphere summers are also welcome!

Their site even provides suggested reading for inspiration.

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Fantasia 2017, Days 7 to 9: The Laplace’s Demon

Fantasia 2017, Days 7 to 9: The Laplace’s Demon

The Laplace's DemonAfter two days off, I returned to Fantasia on June 21 fit, trim, and rested. Randomness defines my festival schedule — it happened that the previous two days had nothing I wanted to see. But that Friday afternoon I was looking forward to one of the most intriguing movies listed in Fantasia’s catalogue: The Laplace’s Demon, directed by Giordano Giulivi.

A team of scientists has worked out how to calculate the complexities of glass shattering. Their mathematics imply a deterministic universe, if the code can be more fully cracked. The movie begins with them on their way to a mysterious island, summoned to the mansion of a reclusive genius. There, in his empty mansion, they find the terrible truth — their host, speaking to them by videotape, is playing a terrible game. He’s gone further than them, pushed the math beyond human sanity. Now the researchers are elements in a vaster experiment: the horrific mechanisms in the isolated house will eliminate them, one by one, if the equations are correct. Can they find a flaw in the math and save themselves? Is there room in the universe for free will?

Watching the film play out I saw science-fiction and mystery and horror blend in a classic plot framework. The movie feels like an artifact from Hollywood’s Golden Age, some previously-unknown Val Lewton piece, a forgotten film by James Whale. It’s shot in a heavily-shadowed black and white, much of it in one elaborately-furnished room filled with dark corners and rich art-nouveau details. Close-ups and odd foreshortening adds to an air of unreality, fostered by an unusually tasteful use of CGI. The characters here are caught in a metafictional plot, which can be predicted but not evaded. Clever, well-crafted, it evokes Halloween frissons of delicate horror, surprising while generating a sense of inevitability, moving to a creaky but effective plot climax that resolves its themes with the bleakness of a death’s-head inevitable grin at a deterministic universe.

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Modular: Dungeon Delving Tips – Part II

Modular: Dungeon Delving Tips – Part II

Delve_ESEarlier this year, Modular looked at the first dozen tips for dungeon delving from Creighton Broadhurst of Raging Swan Press. Today, we follow up and tackle thirteen more to get to 25. Good dungeon delving used to be a lot more important than it is today.

While characters seemed to die at a great pace in Gary Gygax’s original campaigns, for most of us who grew up on pen and paper, our characters were not disposable. We tried hard to keep them alive. Necromancer Games (who you surely read about here!) even put out a 3rd Edition D&D supplement, Raise the Dead, containing party quests to bring back that lost character.

In today’s MMO/video game world, death is simply something you undo by reloading the most recent saved game. A character can die dozens of times and we still get to play them over and over again.

But when death is a real threat, that party delving into the dungeons deep needs to employ strategies and tactics to accomplish the goal and get back out alive. Every character mattered (Kinda like, ‘No one left behind’ as a party slogan). So, here are thirteen more tactics to add to the first dozen to help keep your party alive.

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It’s So Weird I Can’t Look Away: DC Comics’ Young Animal Imprint

It’s So Weird I Can’t Look Away: DC Comics’ Young Animal Imprint

CCHACE

In 2016, DC launched a new imprint called Young Animal, an offshoot of its Vertigo stuff, led by Gerard Way and editors Jamie Rich and Mark Doyle. Young Animal’s goal is to relaunch some DC characters for mature audiences. I hadn’t been paying attention, but got drawn in by Cave Carson Has A Cybernetic Eye.

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GenCon 2017 Pt. 3, Youth Edition

GenCon 2017 Pt. 3, Youth Edition

StuffedFablesDemoI’ve been making my through the games that I saw at this year’s GenCon, first of fantasy deck-building games and then some science fiction games, but I’d like to focus now on games with a particular audience focus: games for kids.

Stuffed Fables

Over the years, I’ve become a huge fan of RPG-in-a-box style games. While I love my old school Dungeons & Dragons, the fact of the matter is that I don’t always have the time to create an ongoing, engaging storyline, create NPCs, and so on. Games that can generate  the storytelling experience that I love from role-playing games, but eliminate much of the up front work, are definitely things that catch my eye. One of the knockout games of this type is Plaid Hat Games’ Mice & Mystics (Amazon, Plaid Hat), which I first learned about and discussed at GenCon in 2012. My youngest son was a mere 2 years old at the time, so too young for the game, but now it’s one of his favorite games, and one of the more epic games that are enjoyed equally by myself, both my kids, and my wife. The game has two expansions, Heart of Glorm and Downwood Tales, as well as a spin-off Tail Feathers (Amazon, Plaid Hat), which is more of a tactical wargame in a box, as you play mice and rats who wage war on each other by riding on the back of sparrows and ravens. There are also infantry troops, and the heroes and villains from Mice & Mystics can be incorporated as solo units in Tail Feathers.

Jerry Hawthorne, creator of these games, has a new release coming up from Plaid Hat Games, which seems like it will be equally endearing. The game, Stuffed Fables, tells the story of a group of stuffed animals who, upon the first night that their child owner is in her big girl bed, learn that there are evil forces that seek to draw her into a world of nightmares. The first in Plaid Hat Games’ AdventureBook series, Stuffed Fables is an adventures that takes place by proceeding through pages in a book. The book contains both the map for the scene that is unfolding, as well as the storyline you follow as you play, giving you directions of what encounters take place on the given map, what happens when villains are defeated (or not), whether any new information is provided about the storyline, and so on. (This is one advantage over Mice & Mystics, which includes an expansive tile-based game board but then has you flipping through a separate story book to figure out what happens on a particular tile.)

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