It's been a while, so I've listened to quite a bit and read a few books.
Books
Thomas Jefferson The Art of Power by Jon Meacham. A good book with a good thesis to organize things around. Early in the book it seemed like he was trying too hard to hook everything into power, but it all fit by the end. A good overview. I learned a lot about Jefferson's early life.
Throne of the Crescent Moon by Saladin Ahmed. A nice fantasy novel, with magic that's costly. The setting achieves its goal; it doesn't feel 'exotic', instead, everything just makes sense with a middle eastern flair.
Currently Reading: Are you my Mother? by Alison Bechdel.
Dice Tower 301 and 302--Fine as always; though the top 10 list of 302 was blah... in part due to the wide divergence in what counts as a "political game".
Play on Target
Episode 8, Table Management Strategies-- Wandering, but a good group of guys (yeah, all guys). Their solutions stay in the center and seem pitched towards traditional GM/player splits. Their positions are completely reasonable, if not broad.
Special 1-- Great interview; Rite Publishing re: Lords of Gossamer & Shadow. It also had a good segment where Steve Russell admitted that kickstarter really does cut retailers out of the loop, threatening them.
Roleplay DNA Episode 21-- Lots of filler to start the show. The topic was "Balancing Act", balancing gaming and life. Unfortunately, over-gaming's not an issue at the moment. The solutions discussed seemed tangential to the problem as my friends and I experience them.
This American Life
493: "Picture Show". On "Mapping" as an intimidation strategy in the occupied West Bank and Painter Schandra Singh on fame and the world of wealthy artists. Interesting views; mapping's intimidating force seems real and chilling.
104: "Music Lessons." Okay, but forgettable.
Thomas Jefferson Hour
1020: Archaic and Evil. A discussion about Jefferson's "tear up the constitution every 19 years" comment. Interestingly, that was tied to the length of 50% of the population changing over--it's much slower now. I wonder if he'd stick to ~20 years, or still go with "half the population is new"?
1021: Military industrial complex. A threat foreshadowed by Jefferson's fear of standing armies as a threat to free republics. The show wandered widely, but interestingly.
Recent Books:
I'm currently reading Thomas Jefferson The Art of Power by Jon Meacham. I'm currently up to his time in Paris, which is coming to a close. He'll soon be returning to America.
Recent Podcasts:
The Dice Tower, episodes 297-300.
297: A solid episode, Fantastiqa sounds like a game I should play.
298: A great science fiction games list, with a guest who didn't detract much from the standard "Tom and Eric talk about stuff" formula.
299: The talk was about GTS, the GAMA Trade Show in Vegas. It was detailed enough for nostalgia, but even with their lighter schedules, they were also exhausted by the show's end. Unfortunately, their interviews were focused on designers, publishers, and distributors, so I didn't hear much about our peers. And it sounds like the big presentation this year, on Kickstarter, was hopelessly one-sided instead of a decent debate. As they commented at the end, it's unlikely that retailers' fears were quelled.
300: The culmination of several weeks of lead up, the Coup was fun for the first few spots, and amusing for a few more. I had just about given up on the whole episode and was going to skip the whole week when they finally broke character and ended the bit. [I very much understand how once the contributors started pouring in spots, it became difficult not to feature their hard work. I'm glad they had the restraint not to give the whole episode over to their "April Fools Coup".
I liked the rundown of Worker Placement games; it's a category that's more distinct than I had originally thought. I haven't waded deeply into these waters, though Lords of Waterdeep did get held up as a great intro to the genre. Agricola is fun in the light two player variant that Jennifer and I have been tackling, and Keyflower also features a lot of worker placement elements.
Recent Video Games: I've been enjoying Starcraft [Wings of Liberty]; it's taken up a couple of evenings a week for the last few weeks. I like the update; it feels like a faithful continuation. The single player campaign is a good storyline, and I like the illusion of choice that the branching structure provides. I just completed my first mission on Char... whew!
Book: Ready Player One by Ernest Cline
A great experience; I picked it up Friday night and read through it from an early bedtime straight through to completion. It's been a very long time since I got a chance to just read that way...
The book is fun and light. It's quite heavy on 80s nostalgia, which is a bit over the top (to me), but it's there with reason. Benign dictators for the win.
The Dice Tower: 295 & 296 (Live at Total Con)-- Fun episodes that felt gimmicky due to the live audience. It was fun and mostly formula; nothing particularly stood out.
Roleplay DNA Ep 20: A lot on gamer ettiquette; an expansion of their earlier Social Contract episode. It paralleled my Gaming Charters and Social Contracts in Detail article in noticing that there's a lot that goes on that may be technically social contract... but is treated differently at the table.
The rest of the episode was a good look at "dream games"--stretching and trying something new and exotic, getting out of ruts.
Ask Me Another (w/ Jad Abumrad, host of WNYC's Radiolab)-- Fun, good puzzles, no thought required after the episode's end.
This American Life Ep 490: The Disability Show. Though provoking, this was an excellent beginning of a discussion. Hopefully the discussion will continue; Kevin Drum's post today was an excellent continuation of the discussion. [He illustrated that the disability trend matches 15 year old projections, which makes it unlikely that 'gaming the system' or recalculation of qualifications is that big an explanation.
The Thomas Jefferson Hour:
Show 1017 Lesser Known (3-24-13): This week host Steven Jager speaks with President Thomas Jefferson about some of the lesser known individuals of the American Revolution.
I was already interested in Abigail Adams, and this did a great job of reminding me to follow up with more about her and Thomas Paine. It also introduced me to a female author [Wolcott?] who wrote a history of the revolution during Jeffersons' presidencies. Google isn't helping me find her; it would be interesting to see what the American Revolution looked like less than a generation later.
Show 1016 Up the Missouri (3-17-13): This week host David Borlaug speaks with President Jefferson about Lewis and Clark.
Less big picture; this episode was two people enjoying a discussion about topics that interest them.
Show 1015 Interview (3-10-13): This week host Steven Jager interviews Clay Jenkinson and asks about his about his career as a writer.
This was a very interesting article, about writing versus being a writer, and introduced me to a man the both appreciate as a writer: though, again, google fails me.
Currently Reading: The Roman Forum by David Watkin. He's opinionated, but that makes less inherently interesting topics (architecture and archaeology) engaging, encouraging you to form your own opinion even if only in opposition to his hobby-horse.
Dice Tower 294: A decent episode. I was amazed at how many of the games I like were from 1998--including Jennifer's old favorite, Cities and Knights. (I think Suburbia may have passed it recently...)
Ken and Robin talk about stuff 25-28: All solid, all interesting... but not a lot stuck. I do remember realizing how erudite they seem... their vocabularies are extensive in a way I haven't experienced publicly in a long while.
Roleplay DNA #19: Only two podcasters this episode, which worked well as a natural format. The topic was a straightforward one, Bank Heists--specifically, how little you can prep, how to prep flexibly, etc. A good topic mix.
Ask Me Another, Special Pundits Unit: Fun, as always.
This American Life 487 & 488. A big two part episode about Harper High School. The interviewers probably had several more episodes of material on the cutting room floor--there was a lot of interesting discussion, and some clearly sculpted storylines that could have gone very different directions with different viewpoint characters. The idea was simple--go to Harper High for a semester, which had 29 current and recent students shot last year, and see what life is like. The details, particularly the "auto-signup" nature of local gangs, and the chilling history of Terrance Green. It's an amazing world--horrific on the edges, but understandable and empathy inducing. It's crazy that the surrounding neighborhood situation exists, is understood, acknowledged... and insolvable.
TAL 489- Coincidences. A very light episode, particularly in contrast to the last two.
Wait Wait 03/02-- A guilty pleasure, and much like Daily Show, about as close as I get to politics most weeks.
This last week I've read Fate Core (the PDF), in preparation for my The Tower of the Serpents game at this weekend's upcoming Bookwyrm Con. It's still a solid system, mostly familiar; the new iteration strips out some of the less commonly used terminology (like tagging for effect) and generally reflects another few years of experience with the system. I look forward to my game--though Sunday, 8 am, is pretty cruel.
I also read a book I was gifted for Christmas this week, Brenda Cooper's The Creative Fire. I really like the setting, which is a well worn generation ship, several generations in. My lack of deep-seated emotional understanding of music led Ruby, the book's heroine, to not quite resonate correctly to me. I got that she was popular.... but it's hard for me to imagine folk singing having such power. Anyway, I enjoyed her characterization, along with Onor, the other predominant POV. The system that developed on the ship makes sense, and the diagnosis (that comes late in the book) seems reasonable too. It's clearly the beginning of a series--that, despite enjoying the characters, I hope is short.
This week's listens were fewer; I listened to a pair of TJ hours and enjoyed RoleplayDNA Episode 18. The episode was middling and wandered quite a bit, but was still interesting to listen to. The central question was about handling vampires and creatures of the night as central players--either PC or NPC.
The Jefferson Hour shows were both interesting. Episode 1012 - War in Virginia, was a very interesting discussion about the challenges of being a wartime governor in Virginia during the revolutionary war, when the war finally came south. It was interesting to hear Jefferson defend his skills as an administrator, while disavowing himself as a leader of men. The strangely crippled executive branch of this era was something I'd never heard about before. All in all, a fascinating hour.
Show 1013 - Boundaries of Authority was familiar, since it covered topics that the other guest hosts were also interested by, especially the Louisiana Purchase and how it comported with Jefferson's limited government stance. What made it work was the strong line of questioning from the guest host; since we talked about the purchase only two episodes ago (in 1011), the difference in questions and, particularly, Jefferson's contrast of his actions to Hamilton's made the episode distinct. But I can see the purchase coming up very frequently if each guest host indulges their curiosity about Jefferson's justification every two episodes.
It's been a while since I last updated, so here's what I've listened to over the last 3 weeks--about 18 hours of travel.
The Dice Tower: 291, 292, and 293
Ask Me Another: Fifty Shades Of Dr. Ruth and Once A Jersey Girl..., 1/18 and 1/25
This American Life: 188 [kid logic], 486
Wait Wait: 2/2/13, 2/9/13
TJ Hour: 1009 Quotable, about misattributions to TJ
1010 Church and State, about Virginia Statute of religious freedom, state of State churches in 1700s, etc.
1011 Of Historical Significance, about TJ reconciling himself to slavery and bending the rules for the Louisiana Purchase
I've also read a few books, in between bouts of being sick:
The Girl Who Circumnavigated Fairyland in a Ship of Her Own Making [by Catherynne M. Valente] was very interesting, told in an unusual style harkening back to omniscient narrators. I really enjoyed the struggles of our heroine, the curious logic of the faeries, and the nicely stitched together view of the world. The final reveals about the villainess are dramatic and worth the quest.
The cast of characters:
Bryan is our fearless GM
Brian plays Ambario, whose mastery of armor cements his bold advances
I play Arndor, a fey-blooded sorcerer (history here)
Marc plays our warrior Stannis, skilled with a bow
Hudson plays Sonja, who fights with savage fury, hewing foes with a great-sword
Paul normally plays Egg Shen, a monk from distant eastern lands, but he was out this week
Hours of travel after our encounter with the Owlbear, we neared the fortress of the Staglord. From our side, a single road approached the blasted waste that stretched hundreds of feet from the walls; the monastery's curse clear in the barren soil.
As we studied and debated approaches to the wooden walls, we were suddenly interrupted by a high voice. Perlavish, as he introduced himself, was revealed to be a pseudo-dragon--about cat sized with large wings. He told us that he'd been sent by his friend, Tig, with important information.
- That empty land is more than burned or cleared; it's cursed to the soil.
- The Staglord can somehow see the Fey
- Falgrim Sneed was leading a group of more than 20 bandits against Oleg's Trading Post!
We asked Perlavish to help the fort, but his courage wasn't up to it. It was clear that they had quite a jump on us--riding at a gallop probably wouldn't be quick enough to warn the fort. We convinced him to carry a note invisibly to Erastil's priest. He reluctantly agreed. Arndor broke out his mother's writing tools and dashed a quick warning to the fort's defenders.
We decide to halt our own raid; we hoped to move fast enough to catch the bandit force between the soldier's at Oleg's and our own blades, as a bloody vice. But fate denied us that chance; unknown to us, the bandits struck only shortly after Perlavish delivered the warning to the priest. That notice was all it took for the soldiers to turn the ambush into a rout; a half dozen or more bandits died, and the rest retreated to the comfort of the Thorn River Camp.
We pushed our steeds and arrived the day after the bandits had retreated to their camp. Egg Shen scouted at twilight; a keen eared guard heard something and directed a search in Egg Shen's direction. But Egg Shen successfully returned to us, unheard... leaving them wondering if they'd jumped at shadows.
On Egg's report, we decided that a leisurely meal would give them time to relax after their scare. After our meal and full dark's fall, we struck. Their camp was divided by the Thorn; we struck hard at the guards on our bank, firing arrows at the shadowy forms in the distance. Many arrows were wasted on both sides, with only stray arrows finding targets. In large part that was due to Egg Shen's bold leap onto the firing platform, which forced the last archers on our side of the river to drop their bows and draw swords. They swirled in combat for almost a minute, while the rest of the battle developed.
Something like a half a minute after our arrows had first announced our attack, Falgrim successfully rallied a few of his men for a charge across the river. Ambario and Sonja were pleased to crash into their rush, drawing them into darkness. Hypnosis took a few foes out of the fight temporarily; the heroes pressed their advantage, and Falgrim fell to Ambario's deadly blade. The few remaining foes fled; in the distance one fell as Stannis dropped two arrows at extreme range into his back.
We returned with Falgrim's corpse and loot from his men. For our deeds, a masterwork longsword is being crafted for Stannis, while Sonja's masterwork blade is much larger. We rearmed and set off first thing in the morning, south, hoping to catch fleeing bandits. Instead, we crossed wandering mites; who fell to our charge, led by Stannis who wants to see the foul beasts eliminated. Another day's travel and we approached the Staglord's keep.
Ambario decided on some bold research. He strode down to the blasted lands, then left the safety of the road. 20', no attack, but a few steps further and suddenly zombies burst from the soil. Egg Shen rushed to the rescue, while Stannis contributed deadly arrows to the mix, and the other heroes contributed less useful archery. The fourth zombie fell in a heap of dust and our heroes waited to see the response. They didn't have long to wait; again, dusty zombies burst from the ground, attempting to encircle Egg Shen and Ambario. Flashes of magic light blasted the zombies as Arndor unleashed his newly mastered magic missiles down to complement Stannis's deadly archery. Now that the had good information, Ambario and Egg Shen cautiously retreated toward the road, downing zombies steadily. When the last zombie fell, no new one leapt up to fill its place. The road is the only safe route through.
Over the next two days, the heroes studied the fort and recovered from their wounds. A ladder was roughly hewn in preparation for the upcoming assault. When the second night fell, the heroes crept together to the edge of the light. From there, Egg Shen trusted his stealth, carrying the ladder forward. A guard caught Egg Shen in the attempt; Egg converted his creep to a rush, throwing the ladder against the gate and scrambling ably up. The other heroes rushed up behind him, and were amazed when Egg Shen leaped from the wall to the neighboring tower and engaged the defenders. Stannis's arrows proved deadly against the bandit archers, screening the other heroes as they climbed over the palisade and dropped to the silent street below.
Between them, Egg Shen and Stannis took care of the ready defenders, while the raiders (Ambario, Sonja, and Arndor) scuttled around the solid walls and found a pair of doors in a short hall behind a wooden portcullis. Feeling time was of the essence, Sonja hewed at the great boards with her greatsword; the first respondent was hypnotized by Arndor after his puzzled question, "What are you doing?"
Sonja's sword battered away, the gate shuddered under each powerful blow. As it rocked and rattled, a guard appeared at the other door. No, not a guard at all... the powerful smell and bulk were a clue, but the great horned helm marked this foe as the Staglord himself!
(cliffhanger ending!)
Books
Thieftaker by D.B. Jackson. It turned out to be a good novel, set in an interesting time; I haven't read a lot of revolutionary era historical fiction. The magic system is interesting, but I do wonder about the lack of limitations... as the final battle revealed. Still, it was good, and I'm looking forward to the sequel, Thieves' Quarry, due in July.
Directive 51 by John Barnes. I'm about halfway through. It's very interesting so far; sympathetic to all sides. I do wonder about a department of the future and why it had to be introduced... though it sounds gimmicky enough that I can buy it. I like the idea of the mutually incompatible passions getting tied together into Daybreak.
Podcasts
The Dice Tower Episode 290: A solid episode.
TJ Hour: Episode 1007 - The Art of Power, part 2. I'm very much looking forward to reading the matching book; it sounds like a good generalist book with an interesting skew.
TJ Hour: Episode 1008 - Commonwealth: Mostly listener mail, with the first in a series of guest hosts. The first three minutes were rough adjusting to the new voice, but it went along fine.
Wait Wait: 1/12 and 1/19. They were fine, but didn't really stand out for good or bad. It's good to be past the repeats.
Nathan Lowell's Talking on My Morning Walk 1-20: Vaguely interesting, but I don't know him, so his offhanded references to his books are mostly lost on me. I won't be downloading more.
This American Life #173: Three Kinds of Deception. Interesting stories, but not revelatory. It felt like a filler episode.
The cast of characters:
Bryan is our fearless GM
Marc plays our warrior Stannis, skilled with a bow
Hudson plays Sonja, who fights with savage fury, hewing foes with a great-sword
Paul plays Egg Shen, a monk of unusual disposition from distant eastern lands
Brian plays Ambario, whose mastery of armor cements his bold advances
I play Arndor, a fey-blooded sorcerer (history here)
We began the session in the comfort of the fort, discussing our options. A dozen more soldiers had arrived, bringing the complement up to 18. The priest was grateful for the liberation of the temple.
We are motivated to strike down the bandits; they seem like an ambitious target (said Arndor), particularly holed up in their fort, but harassing tactics would keep them rocked back on their heels. We also decided to investigate the far side of the Thorn and make sure that bandits weren't widely roaming there.
We set off for the Thorn River bandit camp the following morning, crossed at its bridge, and scouted the south side of the Thorn. No serious obstacles cropped up, though we noted that the water was high with snowmelt. We continued down until the thorn flowed into the Shrike, then backtracked to the ford. There was no bear at the ford this time... but the water was much higher with snowmelt.
Stannis took the lead and crossed the river; we were poised to haul him to safety if the river current proved too strong. He crossed successfully and anchored a rope to guide his allies across. That worked for a while... until Ambario and Arndor were swept from their horses by a freak wave. Luck was with them and they caught the guide rope before they were swept downstream to dash against the rocks. Bruised and teeth chattering, soon everyone had completed their crossing back to the north side of the Thorn. We were less than a mile from the bandit's bridge across the Shrike where we had won our victory against Kressel. Confidence bubbled up in us; we mounted up and headed out to investigate.
When we approached, we noted that a new detachment of bandits had set up at the bridge. They were all keenly armed with long bows, but their archery proved no match for Stannis. We plunged forward at a gallop, trying to close the distance and take as few arrows as possible. At hundreds of yards their arrows went wide, but as we closed their aim improved. Sonja veered when struck and galloped into a copse of trees near the river, screened by the foliage. Ambario continued straight ahead, his armor turning most of the arrows. Behind him rode Arndor, who mimicked Sonja in veering for cover when the range grew too short. At a lope followed Egg Shen, who still adhered to humility, asking no horse to bear him. From the rear, Stannis's precise volleys proved deadly.
As Sonja and Arndor sought cover, the leader of the bandits balanced his paired blades in hand and dashed forward to engage Sonja. The remaining four, then three, archers (one fell, speared by Stannis's arrows) tried to provide cover fire, but Ambario could not be dissuaded. Arndor's magic sought the archers holding the bridge; two were ensorcelled and stopped their firing.
The bandit wielding short sword and blade struck at Sonja as she emerged from the trees; they proved well matched. Quite well matched until Ambario closed on the bandit from behind; while Sonja was marked by his blades, they soon caught him between their skilled assault and cut him down like a mad dog. Meanwhile, Egg Shen had closed with the remaining non-ensorcelled archer, and broke his neck with a snap kick. By the time the last two bandits shook off the enchantment, they were menaced by the heroes' blades.
They surrendered. The first refused to speak, terrified of the Staglord. Ambario formed a noose and prodded him off the bridge. The second, tongue loosened but still brave enough to demand amnesty, filled us in on the fort--and his friend, who had fled for reinforcements on spotting us. It also became clear that the Staglord was using the danger of facing us as a threat; guarding the bridge was a punishment detail.
The friend who fled was a member of Falgrim Sneed's force. Evidently, while Falgrim may be welcome in the bandit keep, his men aren't. Falgrim's men are a band of about 8 river kingdoms mercenaries with a savage dog who lair in the marsh, only a few miles to the south. Our captive also told us that the fort is well defended, with few approaches--and haunted, built out of the ruins of an old monastery. Few safe approaches to the bandit keep exist. It lays west of the Shrike river against Tuskwater Lake; access from the east side of the river required crossing a guarded causeway. The Staglord is still served by about 10 men at the fort; he drinks all the time and is fiercely strong--he bites people in battle. His lieutenant Akaros is a strong thug. With that information provided, we reluctantly agreed to let him go, though Ambario ensured that he had no weapons as he departed north, towards Oleg's, Brevoy, and civilization.
We decided to wait, lurking in ambush, for Falgrim's men to ride to the rescue. But a day passed; on the second day, we realized that the mercenaries weren't going to ride into our ambush--or come to visit the bridge at all. Advancing south would do little good; we'd approach the keep from the wrong side--across the causeway, and likely drawbridge, protecting the fort. Given the inadvisability of that route, we decided to investigate a lead we'd let slide... the fangberry patch.
So we recrossed to the north and rode to the Thorn. We rode along the bank and came to the ford; Ambario and Arndor refused to cross--they'd already felt the treacherous river almost sweep them to depth. So, with some humor, the group agreed to ride all of the way north to the bandit's bridge and cross the Thorn in safety. We took advantage of the remaining cover of the old bandit's camp and settled in for a night. During his watch, Stannis noticed that his belt pouch had vanished. Ambario decided to investigate, and climbed down the hole where Kressel had holed up; in that room, he found small furniture, glowing rocks, small playing cards, and the stolen coins divided into stacks--as if he'd interrupted a game in progress. He collected a glowing rock and the stolen coins and emerged from the hidden chamber, puzzled.
The next day the heroes found the fangberry patch in a shallow valley. Stannis took a position on a short hill and kept a watch over the horses, while the rest of the heroes descended into the web covered thorny bushes. The thorns were sharp; the warriors cleared a broad path with axes and blades to ensure that we wouldn't be caught and prodded both in and out. Finally we reached the bright leaves and began picking. Suddenly, a wave of disturbed spiders--not large, but a swarm of thousands--emerged from the bushes and flowed toward the berry pickers. Sonja was engulfed, her skin turning red with dozens of bites. Desperate plans were selected; Ambario took his large shield and flopped down crushing spiders by the dozen, while Arndor flicked a cloud of sparkling sand that flashed into light, stunning the horde of spiders... but also dropping the mighty Sonja in their midst. The warriors continued whomping on the stunned spiders, while Stannis rushed down the hillside to recover our fallen friend. He lifted her out of the spiders as they shook off the spell; soon the violence and a kindled torch broke the swarm and sent the remnants fleeing. With a wary eye to the bushes, Stannis and Sonja kept an eye out from the hilltop, while the rest harvested the precious berries.
That night we ran two two-person watches, letting Sonja sleep through to recover. Stannis was attacked by four wolves and was pulled down, but everyone rushed to his aid and we were soon victorious. On the late watch, Ambario skinned the wolves for our return to the fort.
The heroes returned north, crossing again at the Thorn River bandit camp's bridge. Rather than continuing down river to the bandit's bridge across the Shrike, they decided to return to Oleg's and drop off their fresh fangberries. The alchemist was pleased, offering a 25% discount on his valuable potions. The swordlords' reward for bandit suppression (400 gold!) had arrived. Arndor asked Oleg to request skillfully wrought chainmail and a masterwork steel shield from his contacts back in civilization. We stocked up on fresh healing, resupplied, and finalized their plans for a strike against the bandits. We headed south the next morning.
Two days later we reached the bridge across the Shrike... to find no bridge at all. The bridge had been burned down to their pilings at the river's center. We discussed the possibility of repair, examining the trees of the copse that had protected us from bandit archery only a few months ago. Few were long enough to even reach the smoldering pilings at the river's center, and without proper tools to fell the trees and place them, repairing the bridge appeared impossible. Our heroes were not deterred; abandoning the bridge repair plan, they spent the next day exploring north along the Shrike, seeking a ford. They found none. So our heroes decided to cross south at the Thorn River bandit camp bridge and skirt the forest edge in a broad arc leading to the bandit keep.
This time they hustled through the bandit camp by day, not trusting the mischievous forces that had taken stolen so subtly from Stannis last time. As we passed through Egg Shen heard voices, but couldn't find the speakers. Ambario did recheck their hole, where he traded some copper from his purse for gold on the table. Without pause, the heroes continued their journey.
As we advanced through the woods, Sonja suddenly signed danger to the rest of us. Once alerted, several others heard the crashing sounds of something large snapping winter brittle brush. In the distance Tuskgutter--an immense boar, tall as a horse--was spotted. We scattered and positioned ourselves; then Ambario started pig calling. Arndor caught his cloak on a tree as it charged; Ambario leapt into the lane it was charging down and intercepted it. Arrows leaped from Stannis' bow, burrowing deep, and Egg Shen launched a brutal combination of strikes against the boar. Sonja's great axe cut deep in its hide; after perhaps twenty seconds of ferocious fighting, it suddenly slumped.
We divided the board for travel and returned to Oleg's; they were excited to see the such a feast of meat, which would help break up a monotonous winter root diet. Vekkel Venzen, who had lost a leg to Tuskgutter, gifted Stannis with an enchanted bow and a half-dozen animal bane arrows.
We renewed our provisions, loading up for an extended journey to strike at the Staglord's keep--or at least to harass his men. After a few days of relatively easy journeying, in the woods south of our fight against tuskgutter, we set a watch for the night. On watch, Sonja was ambushed by an owlbear; her shouts roused her slumbering allies, who rushed to battle. A whispered spell from Arndor bought them time to position themselves to strike with deadly force from all sides; then the fight began in earnest. The heroes fought boldly, and the great bear, still dazzled by its enchantment, was unable to find a chink in Ambario's skillful defense. Then, suddenly, its heavy paws landed on Egg Shen; we feared it would smother our monk friend to its chest. But the weird magic of its being couldn't overcome our heroes' skill and training; several skilled blows opened it up and it fell, dead, at our feet.
[End of session]
Books:
Till We Have Faces: A Myth Retold is a 1956 novel by C. S. Lewis. It's quite good, and seems like a very unusual approach to both Cupid and Psyche. The self reflection, particularly of Orual, is amazing. He does a good job of capturing the inward directed nature of our thoughts and musings; Orual is convincing both as a relatively selfless person and as someone who turns her back on difficult knowledge.
Cold Magic by Kate Elliot. I really enjoyed her writing; the book was compelling through. Cat and Bee seem authentic as young women from the striving class in an industrial age analog. A nice job is done mixing industry and magic without stretching into steampunk; the airship that amazes everyone is off screen.
Dresden Files: Cold Days by Jim Butcher. (Book 14) A good continuation of the series; Harry recovers, and it's quite a journey. The Winter Fae are cruel (as we've seen before) and complex; Winter's deep purpose is revealed and its machinations threaten to strangle everyone. It's very good, but leans heavily on previous books--after 14 books, I don't think he expects you to start with this one. (It's still very accessible, but more than before, it will lack depth and meaning without prior books.)
Something Like Normal by Trish Doller. An incredibly interesting book, set in the real world, today. The lives of the characters feel realistic--and further from my experience than a fantasy hero. Engaging, amazing, well done.
Love in the Time of Seiư was designed by Jason Morningstar and Matthijs Holter, and is based on Matthijs' excellent game Archipelago II. It's an interesting game--or at least an interesting, very bare bones, scenario. I can imagine it running for a long session, or a few short ones. The mechanics are mostly consensus seeking, hinging on application of six ritual phrases. Very cutting edge; I look forward to trying it. Online resources are available, so you don't have to cut up your book.
I also read Hollowpoint, which was intriguing. It deserves another read; it looks to do hyper competence well, with a strong emphasis on violence and its consequences.
I'm currently beginning Thieftaker by D.B. Jackson. Set in Boston, 1765, it's a window on a period where I've done little novel reading.
Podcasts:
Dice Tower 289: The first non-special episode in a while. Several good games; a good comparison of super hero games [avoid DC, Legendary and Sentinels are both excellent].
Board Games to Go:
131 - An rambling session, mostly talking between friends about other friends. I came away knowing that there's an online show called Game Night, similar to a less slickly produced Tabletop.
132- The first in a series, a count down of a top 100 board games, as rated by 60+ designers and reviewers. Mark Jackson was one of the presenters, a big part of why I picked this series up. Well done; I look forward to the top 85, which will come in future episodes.
Ken and Robin Talk About Stuff:
21 - Interesting; I particularly liked the first segment on Showing up to Play vs. Showing up to be Entertained. They also wandered into the fields of fudging. The topic was well covered, with divergent views.
22 - The discussion of the roles of mapper and caller was quirky, particularly as we transitioned to their modern equivalents. As usual, it was curious to see what dimly recognized things they'd shine light on.
Roleplay DNA, Episode 16 -- Post-Apocalyptic gaming.
Handled unusually, with a particularly nostalgic bent; certainly no mention of Apocalypse World, and no real depth about Savage World's Hell on Earth. Their theory, that apocalypse roleplaying's often silly nature unleashes better roleplaying didn't seem earned--or justified by their examples--but it wasn't a bad podcast episode.