Saturday, June 12, 2021

Review - ORVIS by H. M. Hoover

Title: ORVIS
Author: H. M. Hoover
Year: 1987
Pages: 217
Rating: 5 of 5 Stars

Meet Tabitha and Thadeus, the proud owners of a lost robot named ORVIS. Except no one wants to own the poor little 'bot. Toby (Tabitha) and Thad decide to escape their parents and school to assist ORVIS find a home for himself. In the end, they discover the meaning of home and having care. 

While ORVIS is in the guise of a children's book, the topics covered are far more adult than Hoover's previous works. ORVIS is a former military robot repurposed many times. His final order is to destroy himself. 

ORVIS is not your standard combat droid. He's been to Venus and back. Think about that for a moment. The surface of Venus is hell, but the titanic atmosphere and relatively non-existent rotation would make launching from the surface more hell than hell. He is an indestructible machine with orders to end itself. 

Toby is a young woman with terrible parents who want upend her whole life by sending her offworld, alone. Thadeus is an orphaned spacer who will loses all of his friends if Toby leaves the school. The school is home, even though it is like "Hogwarts Community College".  

The obviousness of these three coming together for a common purpose is clear from the start. But their adventure leads them into scenarios beyond their own purposes. It forces them to consider the purpose of any man, woman or machine. 

Set entirely on Earth, these other-worlders explore what it means to have value and purpose with different eyes. 

I believe that this will end my series of H. M. Hoover reviews. I plan to write a retrospective post of these books in the near future. 

Books by H. M. Hoover on AbeBooks.

Saturday, June 5, 2021

What's to Like About The Reign of the Empire, The New Republic and Beyond?

Disney's gots its hooks in Star Wars. That was a development that I never saw coming. So, what to like about this? 

Disney has a mix record on movies. With 5 in the can, only 2 are notable. 

Rogue One was excellent as it presented a very different take on the world. It nearly didn't make it judging by the refilming, but it was very good. It captured the ideas very well and threw a bunch of stuff at the audience that meshed clearly with the original film. I could have done without the bit at the end with Vader, but otherwise, it was a decent Star Wars story. Which was a good thing because "A Star Wars Story" was in the title. 

The next best film is also the most dogged. Solo. Again, this tried to diverge from the typical Star Wars setting it was very good in that respect. 99% of their battle was making people believe Alden Ehrenreich and Harrison Ford are the same person. That's a bad idea, but they did their best. It also suffers from the shoehorned villain ending. It was loaded with flaws, but was a passable story and fun romp. 

Ramming killer villains into the end of films seems to be the Disney Double Gainer. Usually Disney kills the villain in the end, but in these films they live. New ground, I guess. 

All the other live action movies wer dren. Yeah, I said dren. They were almost as bad as the prequels. 

But the prequels and sequels give a hint as what could be good about the Star Wars universe. There is a running concept in the newer Star Wars films and spin offs. The galaxy is strange. There are things you wouldn't believe out that. 

Now that's an idea right from the first film and occasionally Disney can nail it. 

Where Disney seems to get into trouble is Disney-fying things. Force Ghosts that act like people is a very bad one. Zero mystery anymore, they hang in the Force StarWarsBucks while waiting to drop knowledge on us. 

The other part is misunderstanding which movie the characters are in. Some of them are dead obvious like the need for fuel. More jarring is when they pull a classic sci-fi trope out and in dump it in the film, like Rey's Mirror Cave moment. It's good sci-fi, but bad movie making to assume that Star Wars is science fiction. It's more fantasy, but tightly defined fantasy. In introduces a lot of nonsense into films that don't have enough room for it. 

But what is good about these new creations? 

Before watching The Bad Batch, I went back to The Clone Wars series to see how they worked in that series. It wasn't a bad transition from one series to the other. The Bad Batch are introduced as anti-heroes to rescue Echo from the Separatists. In the end, they accept Echo into the misfit band. The entire ensemble are misfits, so Echo fits right in. They also diverge from pretty much everything else in Star Wars. 

Tech is a genius in a world that seems to be lacking them. Hunter is a low-fi tramp like character thrust into a high tech world. Wrecker is the team meat shield, apparently having survived many things that would normally kill people. He has a massive scar on the side of his head which is clearly going to haunt him. Crosshair is a stormtrooper who can actually handle a weapon. 

As divergent characters, they don't diverge much. Yes, they take off their helmets and armor, but in ways that make sense. They have mighty backpacks which seem to include a lot of the kit they need for missions. But aside from beefing up their profile, not much is made of them. They have interesting powers, but not that interesting. Tech is no more profound than Han Solo, but he has a better execution rate. Echo is basically a living R2-D2 which they already toyed with. Wrecker is a talking Chewie and Hunter is basically Luke without a lightsaber. The every dad.  

It remains to be seen what Omega and Crosshair will become. And that is actually the key to Star Wars. 

"What will you become?" 

Friday, June 4, 2021

Review of Into the Wild (Kickstarter Complete!)

Updated 4/29/2021. I got my digital copy and ordered my print on demand. This update changes very little, except to add the excellent artists names, page count and to provide links to DriveThruRPG. This one has also been added to my 5 of 5 star listings. Once I get my POD, it might shift to five gold stars.  

June Update - I need to re-review this based on the hardcopy I have. 

As happenstance would have it, I have been granted a couple of great opportunities this week. I have yet to back to a kickstarter and at no time in my decade or so on the web have I been able to review a product that is still in production. On Thursday morning, I got the chance to do both. God, I hope I don't screw this up. 

Let's have some transparency. Every since I was a kid, I have collected books. Not just any books, but galleys. These are preproduct books sent out to authors and editors so they may do their final proof before printing. Sometimes, they have to do this several times. This is essentially What Todd Leback has sent to me. I feel really comfortable with this format even though it is never something that you would see on a store shelf. 

Second, I have tested, playtested and been a part of study groups on a lot of consumer products. A ridiculously amount of products, everything from flossers to cameras to wargames. There is a reason why I am the way I am. :) 

And item C: I dropped a $20 on the Kickstarter. During this review, I am receiving updates from Kickstarter. I am ignoring those and focusing entirely on the presented copy for information. This will cause this review to age poorly in the next 28 days or so. Please check out Kickstarter for updates. (This project is done, you can view the Kickstarter, but I doubt further updates will be forthcoming.) 

Title: Into the Wild
Publisher: Old-School Essentials
Author: Todd Leback
Editor: Brian Johnson
Layout: BJ Hensley
Cartography: Todd Leback, Aaron Schmidt, Adrian Barber
Cover Art: Jen Drummond (jendart.com
Interior Art Adrian Barber, Dan Smith, Carlos Castilho
Artists: Is currently a stretch goal. TBA.
Year: 2021
Pages: 216
Rating: 5 of 5 stars. 

So, what am I reviewing: a Kickstarter or a book? Definitely, the book and only the book. Reviews, especially of unfinished products are best done by the numbers. Or the main questions: 

  • Who is the author of the book?
  • What is the idea of the book?
  • Was the idea delivered effectively?
  • What are the strengths?
  • What are weaknesses of the book?

You'll notice that none of those things have to do with stars or ratings, and unlike my other reviews I have not offered a star rating at the outset. And I might not do so by the end. I have only had 48-72 hours to review the material so I have spent most of my time digesting rather than playing or planning. 

Todd Leback is the author of a series of books on Hexcrawling. He has also written on topics such as domain building and authored a one page dungeon. He started playing with the Red Box D&D set and enjoys the OSR style of play with family. This is his second Kickstarter and he runs a great Patreon page which provides 5-8 pages of Hex based content to his patrons every 3-4 weeks. 

Previously, I reviewed Mr. Leback's Hexcrawl Basics

The premise of Into the Wild is to bring several other publications together in one book and link those concepts to kick an OSR style campaign up to the level of domain play. Into the Wild is a 200+ page book which marries hexcrawling to domain building. These ideas came from many of his previous works, but this is not simply a compilation of text. These separate works are merged together seamlessly and are amplified. While some parts of the text are recognisable as being from prior works, they have been edited in away that allows the reader to flow from one idea that was a single book to another, which is different from a compiled collection or an omnibus. 

The book is based on Old School Essentials, but that merely means a tiny bit of tweaking is needed to adapt it to other OSR rulesets. 

The intent is use hexcrawling to engage players into a more complex style of play by bringing domain building into the fold and expanding on it with additional features that would interest high level characters. Mr. Leback does this in 200+ pages with  maps created in Worldographer. While this document was offered to me "with no art", it contains over a dozen maps which are illustrative in nature. Additionally, he also includes many tables and charts to simply and clarify the ideas in each section. 

Like Mr. Leback's previous works, copious examples highlight the various details of hexcrawling, weather, domain management, wealth and character options. This is one of it's strengths. Another good point is the fact that it required a great amount of table time to develop these ideas. Into the Wild shows it's table time very well. It is the product of many years of work and playtime by both the author and his audience. He has merged player feedback with his writing style to produce tight product based on the idea of play. 

One weakness of this work is that it introduces new ways of using DM provided data, which is an inherent flaw of all hexcrawling activities. It's not something you can simply drop into a campaign mid-stream without some sort of introduction. That is not a terribly big deal because hexcrawling and domain building are now "things" that players will understand. 

You could use Into the Wild for low level characters to engage in all the guts and glory type things adventurers do while also running a domain level campaign where a handful of high level characters interact the lesser characters on a larger, more regal scope. This style of play puts the players very close to the DM when it comes to planning, while still maintaining the general mechanics of D&D. 

All and all, this is an excellent book that will only be improved by the stretching nature of a Kickstarter. I look forward to seeing the completed work. 

Wednesday, June 2, 2021

Podcast Time Crunch: The Best Hour (or longer) Podcasts

I've been listening to podcasts for decades. It started with Astronomy Cast and exploded from there. 

I have a couple categories of podcasts I enjoy. Many are about gaming, but the rest cover science, history, travel and entertainment. 

Current thinking on podcasts is that 15 to 30 minutes is best. I'm inclined to agree, but my habits are not rational. Many of my favorites are all at or over an hour in length. 

Let's start with the shortest, The Dis Unplugged hovers at about an hour. This one is a weekly round table show on all things Walt Disney World. Hosted by Dreams Unlimited Travel, this podcast is definitely an ensemble performance. I love hearing all the different perspectives. It's been going on for years and they have a back catalog of over 1000 episodes. 

The Dreams Unlimited gang has many shows in different travel locations. They cover Universal, Disneyland, Disney World and tangentially, many other places. I tune in for the main show plus The Best and Worst of Walt Disney World and Si, Disney, their Spanish language show. 

SI, Disney isn't a translation of other shows, it has completely different hosts and guests and offers a more global look at the House of Mouse. Most Si, Disney episodes are under an hour but a few make the hour mark. They speak nice and slow which is great for me. My Spanish comprehension skills are years out of date. Unfortunately, it's a Youtube only experience, so I have to plan ahead if I want to listen offline. 
Moving on, The History of English podcast tells the epic story of the English language. It started off at about 45 minutes but now tops out at around an hour and 10 minutes. Kevin Stroud is an excellent host for this history-focused romp through the English language. Mr. Stroud starts off way back in prehistory with a multi-episode arc on Proto-Indo-European languages. Being a history of English, he rapidly blows through Latin, proto-Germanic, and other languages on the way to French, which is how many Latin terms came to the English language. He touches on linguistics, but this commentary runs alongside the history of the people who made English what it is. 

Additionally, he has an audiobook, The History of the Alphabet. You can get it on Youtube Music for free with your monthly subscription or purchase it at retailers like Amazon. 


Froth's Thought Eater podcast was an excellent blogroll of the OSR and D&D world. Sadly, he has his last show in the can. However, he has 200+ episodes in his catalog, so start listening now before he starts recording again. No promises here, but he has the blog at the link above and I wouldn't be surprised if we got a 5-minute update from time to time. 

Jeremy "Froth" Smith's format is around the blogosphere run down on everything happening in the OSR and gaming. It's quite the show. 

(I have to say thank you to Jeremy for all of the times he mentioned my website, These Old Games. Every time made my week... or more. Thank you, again.) 

I've written about Safco Cast, the Traveller game themed show. This baby tops out at 90 minutes and it is excellent. Hosted Jeff Koenig and Bob Loftin, the back and forth chat reminds me of Astronomy Cast's Pamela and Fraser. But that's not all, they do interviews and game recaps. It's awesome!. 

I have to be honest, I suck at Traveller. I don't play it unless I'm a part of group of longtime players. I don't understand one bit of it, but Jeff and Bob make me want to grok it. I sort of get it when listening and incorporating some of the ideas and methods used for the game always seems to improve my D&D campaigns. 

Finally, the big one. 

Mike Rowe's The Way I Heard It started as a short 15 minute, Paul Harvey-style podcast that morphed into so much more. Hovering around the 90-minute mark, the show includes great stories and writing plus interviews on a great number of subjects. In addition to the regular stories and guests, Mike has been reading his autobiography chapter by chapter. 

Tune and engage, it's a lot of fun. 

Soon, I'll be looking at some other, shorter podcasts. 







The Veldt by Ray Bradbury - Review

Title: The Veldt
Author: Ray Bradbury
Year: 1950
Pages: 17 pages
Rating: 5 of 5 stars

Here I am in the Wayback Machine. I love golden-age sci-fi. Ray Bradbury was and still is one of the defining authors of this time period. 

I wouldn't usually review just one short story, but this short has appeared in dozens of collections. I first encountered it in audiotape form. One reader doing multiple voices. It was fascinating. 

This version is from the book, The Illustrated Man which is chocked full of golden age sci-fi, which is both amusing and terrifying.

The Veldt is a precursor to all those Star Trek stories about the holodeck. A husband and wife buy "the Happylife Home", a product that does everything for the inhabitants. The most important part was the nursery which displayed images on the walls for children's amusement. The parents, George and Lydia soon discover how this can go awry when the children permanently set it for the African Veldt. Roars of lions flood the home. 

All 17 pages are predicated on self-sufficiency versus automation. When George and Lydia attempt to turn off the house to act for themselves and the betterment of their children, the outcome is tragic. 

You can view this one on youtube. This performance is totally low-fi and is my favorite.  

The Tek - May 2021

In May, my DriveThruRPG downloads in line with April. Not bad. 

AD&D Character Sheet For Use with Unearthed Arcana: 4
Compass Rose Inn Minisetting: 2
Kobold's Folly: 2
Swashbuckler Character Class for D&D and AD&D: 4
These Old Games Presents: The Hex Pack: 3
Zero to Hero: Uncommon Commoners: 7



Webstats were also up. 

Google Analytics Pageviews - 1,222
Google Analytics Sessions - 720
Pageviews per Session - 1.69 

As a part of rethinking my series for this year, the run of models has fallen off my radar. I'm basically not going to do it as a series. I would like to get some images of figures and models, but that will come slowly. 

My reviews have slacked off, but at this point, I am still 3 weeks ahead. Good thing I built in that padding earlier this year. 

In July, I am probably going to end The Tek series, with a solid 3 years of data. 

Saturday, May 29, 2021

Let's Run That Railroad Through the Sandbox...

I had an interesting conversation with my kids about DMing games. 

Here was the scenario: The party gets in a fight. The winner of that fight gets jumped and their cash and prizes are stolen. Then the party chases down the second group of people and gets their stuff back. 

"You planned all of that in advance. You were railroading us!" they whined. 

"No. I wasn't." I pulled out my notes and showed them. 

The Party and Group A get in a fight. Only 4 things can happen: either the Party or Group A can win. Or they reach a stalemate and no one wins, either by flight or not starting or finishing the fight without winning. 

Next. The first group out of the area gets jumped. Those 4 options happen again. 

And finally, when the loser or second people out of the first situation one catch up, you basically have the same 4 options. Win, lose, or two different draws. 

That's not a railroad. The players have a choice at each event they are present for and the dice can change that outcome. When the party isn't present, I pick the most viable option because I'm not stopping play to fight combat against two NPC groups against each. When the party comes back, they get another set of choices and outcomes. 

A railroad would be if I decided what was going to happen TO THE PARTY before they were granted a choice. I know where the branches are and what should happen next, but I have 4-5 different possible choices to account for in every scenario. If the party has an obvious choice of 4 items, and they come up with the fifth, sixth, and seventh option, I have no plan and need to fly by the seat of my pants. 

I gave the kids a good example. 

I had a party meet at a tavern. They were supposed to stop the evil lord's men from shaking down the peasants for money. The party chose not to do that. So, the peasants got shaken down. Then the party gave the peasants money to replace what was stolen. I didn't expect that outcome. 

In the next session, I decided to just re-run the whole thing. Again the party didn't bite. This went on for a bit with the peasants getting shaken down and the party replacing their lost funds. 

Now the party was responsive to everything else I did in each session, but I was baffled by their lack of activity on this one point of defending the peasants. It almost rose to the level of a joke. After a few months of play, they checked back in on the peasants in the tavern. 

Since they asked, I provided. This time the lord was there to get in on the fun. And the party sat there as the peasants got beat down and robbed again. It wasn't until the lord threaten everyone and turned to exit that the whole party opened fire with crossbows. In the dark, in the back. 

The explanation for this behavior was, everyone in the party and a few of the players are lawful evil. It was just their nature to use the peasants for bait to draw the evil lord out. 

Again, this was not railroading because the players themselves asked to check on the situation and determined the outcome they personally desired.  

So when planning an adventure, you should plan for the obvious. What if the party wins? What if they lose? What if they run? What if they won't or don't fight? If you have those few things down, then the adventure probably won't go off the track, but if it does, the DM is only scrambling for a few seconds and not moment to moment. Which reduces the possibility of railroading the players. 

Wednesday, May 26, 2021

Simutronics Gemstone IV F2P Review Part 1

Gemstone IV by Simutronics is an ancient MMO. I've tried to review it a couple of times, but each time out, I failed to capture the essence or appeal of the game. At age 23, the game has changed both a lot and very little in its life. 

This time, I'm taking a different tact. I will be reviewing this from the perspective of a new player in 2021 as a Free to Play player. It it a value investment in time? We'll see shortly. 

I have also decided to break this review up into many pieces, between 3-5. This is part one for character creation and first experiences. 

Title: Gemstone IV (GSIV)
Publisher: Simutonics
Platform: Windows, Mac, Others
Year: 1988

Gemstone IV is a text based open sandbox high fantasy gamed based in the world of Elanthia. It is heavy on the role play as much as the rolling of dice. In fact, there is a criterial that you not break character in game. In recent years, this standard has slacked off a bit but it is there. 

At first glance, it appears to be a clone of D&D, but that's not a fair assessment. It was based off of Rolemaster by Iron Crown Enterprises, the Shadow World campaign setting in particular. Although the contract lapsed decades ago, if you've played Rolemaster, you'll feel it's impact in the current game. 

Step one of the Mangler

Characters are generated in a system called "the Character Manager" or "The Mangler" by players. It's a points buy system. First you select a gender and move on to a class. There are 10 classes. 

Ten is a lot, so let's break them down to function. Melee based characters are the Monk, the Rogue and the Warrior. Spellslingers are Clerics, Empaths, Sorcerers and Wizards. Then there is a hybrid of the two in the form of Bards, Paladins and Rangers. Whole books have probably been written on these 10 types, so I am going to skip it until the next post. 

Once you have a class, you pick a culture and race. Just like D&D, you have elves, humans and dwarves plus 10 others. There is a mechanical advantage to picking a race as giantkin are strong, dwarves hardy, elves dexterous and so on. Other races are a little more complicated.  

Virtually all characters races have a selection of cultures to choose from. Unfortunately, a new player does not know any of this background, therefore can't sanely pick a culture.

Mechanically speaking, culture doesn't really matter at all. But it does matter when you interact with others. 

Up until recently, there was an imposed system of racial tolerances build right in. That, for the most part has been kick to the dust bin post 2020. 



Next up is a textual description of you character. You looks, for a text based game. Mechanically, this does nothing, but remember anyone who types "LOOK at" you will see this text. 

Next up are attributes. Again, there are 10 attributes ranked 1-100. You can't have an attribute under 20 and only one over 90. Race adds or subtracts from these limits. Note that two of the stats below are in red. That is your class's prime requisites, which general receive a bonus of 5-10. As you progress through the game, your stats go up. 

You could do a lot of research on what your scores should be, or you can hit the Auto button to have the game assign them for you. New characters get 5 chances to reset their skills in the first 30 days or 20th level. Yes, some people get hooked and can get a fifth of a way through the game in 30 days. 


Next are your skills. There are dozens of them. 


And like your attributes, there is an auto-generate button. The autogenerate button does build a playable character but after level 20, you'll see problems with these builds. 


Finally. It's time to name your character. Remember what I mentioned about staying in character, this is your first chance to blow it. They won't let you in with a name like "Ford Prefect" or "Yo Mamma" or "Dethsl4y3r". Deathslayer might have gotten a pass in the 1990s, so you've missed your chance. Don't do it now. 

And we're in! 


GSIV has many towns and nations. As a F2P account, you can random land in one of 3: Icemule Trace, Ta'Vaalor and Wehnimer's Landing. As a historical note, Wehnimer's Landing was the first city in the game and is the most populous in terms of players running around. Icemule Trace has an arctic theme, Ta'Vaalor is elven and the Landing is a human centric colonial boomtown.  

As you can see from the image above, you start of in a place. Each location in the game has a description and is generally called "a room" by players even though they might represent open spaces like a courtyard or a path by a stream. 

Also, each new character has a chance to experience an automated quest based on their class. These are called Sprite Quests and there are 5 of them. You can only do one and it will raise you from level 0 to 1 or 2 by the end. 

Loot and Prizes! In your first moments in the game, you will realize that you have some equipment. Clothes, weapons or a runestaff, armor, backpack, etc. You will also owe about 1000 silver to the town you are in. Typically, by the end of the Sprite Quest, this will be paid off. 

During your adventures with the Sprite, you will notice there are lot of key places in your town to explore and make use of. As a F2P character, you can keep a modest bank account in one town and one town only. Consider this choice carefully because if you move towns, you won't have the bank at your disposal. 

Next time we'll look at the various character choices and different play areas available.