Wednesday, October 6, 2021

Off the Shelf Review - Project Hail Mary by Andy Weir

I am a huge fan of Andy Weir, author of the Martian. Project Hail Mary is an excellent science-themed page-turner. 

Title: Project Hail Mary
Year: 2021
Author: Andy Weir
Pages: 476 pages
Rating: 4 of 5 stars

Meet male, caucasian astronaut. He's adrift in space, destination unknown, mission unknown, name unknown. Weir rapidly builds our hero up in just 2 chapters without annoying the reader with the fact that he has no name or purpose. He also threads the needle with the hero to prove he isn't a recast version of Mark Watney from The Martian. 

Our astronaut is quickly introduced to two different problems. One is immediate, an inflated catheter in his... ah... you know. And the second more distant, an infrared glow around Venus. (Hey, I didn't write it. Well, I did but...) The second becomes the major problem of the story, no matter how immediate the other problem would be. Something is drawing energy from the Sun to the orbit of Venus. The sun isn't dying but the dimming will kill every living thing on Earth. If anyone is to solve this problem, one hell of a Hail Mary is needed. 

Here is our hero and his ship, the Hail Mary. Full of Dr. Grace. 

Weir likes solid science in his science fiction. He uses a couple of handwaves to get our hero into deep space. The major handwave is energy to mass ratios of fuel. Aside from that, I'm sure he took a couple of liberties with biology, but each choice was a smart, calculated one. In this novel, Grace and science are the heroes jointly. 

Weir uses Grace's memory loss as a convenient way to place him where he needs to be and then uses the resulting recovery of memory as excellently timed data dumps for the reader. It is used to great effect to expand the stage of the Hail Mary to a greater cast of characters than just Dr. Grace. The reader moves from the present to the past in a delicate dance of memory vs. discovery where Dr. Grace is first introduced to the world end cataclysm that he must prevent.  

And damn, some of these characters are excellent. Even magnificent. Eva Stratt is the quarterback of Earth's defenses. She is assigned the task of clearing the way for Project Hail Mary's success. Since success is not assured, Stratt operates on the principle that anything short of total annihilation is a path to success. Including a suicide mission to Tau Ceti to find out why this Earthly neighbor isn't dimming when all of the other stars are. And boy, is she a bastard. 

Many of the other characters are charming and likable, even when not compared to Stratt. But none are entirely squeaky clean. Weir builds a cast of believable characters, with very few unnecessary bit characters to muck up the works. Some of the characters are particularly odd, given that they want to go on a suicide mission. And some of that oddly is pretty shocking. But not terrible, in context.  

Dr. Grace encounters both wonders and surprises unimagined by the builders of the Hail Mary and each is used to excellent advantage to progress the story.

As a plot device, all of the science onboard the Hail Mary is off the shelf, except for the technology to place the crew in a coma long enough to survive the trip. That is the one point of failure on the mission. If the crew never emerges from the coma, the mission is a failure. Having no other option, that is deemed an acceptable risk. 

However, there is a sneaky backdoor point of technology failure introduced by the plot. First, none of the technology at Grace's disposal is any smarter than a laptop or more sophisticated than a college chemistry lab.  Dr. Grace isn't an astronaut. He doesn't do checklists or planning because he isn't trained to do so. And pays for it constantly. There is nothing there to warn him of the errors of his ways. 

While this would normally be a plot hole, the fact that Grace pays for his erratic and Rocky behavior every time builds tension and drama, all the way to the climax of the story. And it's a hell of an ending, which parallels Mark Waverly's transition from astronaut to teacher in the Martian.

While Project Hail Mary is a very different read from the Martian, the sense pedigree is there. 

I am slightly annoyed that I paid full price for this book at Barnes and Nobles, but it was a much needed date night.>

Or you can do what I did for Artemis and grab the Audible version. 

Tuesday, October 5, 2021

Review - Dyson's Delves (Part 1)

Today I am taking a look at an older book called Dyson's Delves by Dyson Logos. From the moment I hit buy on DrivethruRPG, I had remorse about not ordering this title in print. It's a good thing I didn't because not many things made their saving throw. C'est la feu. 

DriveThruRPG's excellent library app saved my bacon as I wouldn't be able to keep doing these reviews with quick access to the hundreds of titles I've purchased there. 

Title: Dyson's Delves I 
Rule Set: Any OSR 
Year: 2012
Author: Dyson Logos
Pages: 153 pages
Rating: 5 gold stars of 5 stars

This is one of those titles that shatters my rating scale. I love art and this book has 60+ pages of Dyson's excellent maps, arranged into 5 delve adventures plus 44 blank maps for you to key. Each unkeyed map has a key page for you to fill out and the keys themselves are stylish and match the maps.  

The delves are prekeyed and all of the monsters are thematically grouped like the beasts in Keep on the Borderlands. Dyson doesn't spell it out in the text, but even a cursory look at the critters provides connections that the DM can weave together to fit their own campaign. If you wanted to repeat a particular delve, I suggest rekeying the dungeon using Shane Ward's 10 Monsters idea from the blog, The 3 Toadstools. These delves are cool and repeatable. 

I'm not sure what I like more, the stylish maps or the way this title was put together so that the reader can adapt the work to be their own table. Dyson gives permission to photocopy pages so you can write on them, but if I had this title in print, I would take the other path and write in the book. Yes, it destroys the ability to "start over" but with 5 complete delve adventures plus 44 single-page maps, exactly when will I have the time to just "start over"? 

I'm in full-on heretical mode. The author is wrong, go ahead 'n write in this book. This is basically more than a year of content if you run 1 or 2 maps a week. Date each map as you run through it. When you're all done, either print a new copy from DriveThruRPG or order another book from Lulu. I get nothing for pitching a $20.00 book from Lulu, except the reward of knowing you will have a keepsake worth far more than the multiple purchases or reams of paper you burn to reprint the pdf. It's a kind of a keepsake journal.  

As I mentioned before, I have a copy from DriveThruRPG which is all fine and dandy, but as soon as my house is in order again, I will be ordering a print copy. 

Monday, September 27, 2021

Bilingual Bonus Review - Cruce de Río

I only have a few more reviews to hit my goal of 52 for 2021. A few weeks ago a reader gave me a whole set of e5 books. So, e5 it is. One of the best ways to learn a ruleset is actual gameplay. 

Cruce de Río by Sebastián Pérez is a great introductory scenario for D&D e5. 

Title: Cruce de Río 
Rule Set: D&D e5
Year: 2018
Author: Sebastián Pérez
Pages: 10 pages
Rating: 5 of 5 stars

Ok, right out of the gate, it's a little much to call this a "module". It's 10 pages. However, Cruce de Río is a gem of a product. The format of this booklet is scaleable, it works for characters between 1st and 6th levels. It verges on being ruleset agnostic because the scenarios spelled out in this book have crystal clear mechanics for several common events that take place in a fantasy setting. 

The gist of it is, the party needs to cross a river. Three possibilities exist: find a ford, find a bridge or make a dangerous attempt at crossing someplace else. Cruce de Río spells out each of these possibilities with great detail and excellent mechanics. These events can be sequential or run as individual events. There is a challenge for each choice and that challenge scales to suit the DM's need. Any one of them could be deadly, but Sr. Pérez spelled out the possible dangers and their outcomes so that each event need not be lethal. That purposeful planning allows a DM to pick which challenge to present meaning you could get several uses out of each. 

Sr. Pérez gives a couple of reasons for a river crossing, all of which are great. But river crossings should be commonplace for your band of plucky adventures. This is straight-up plug-and-play worldbuilding. This could happen in almost any campaign which makes this title so useful. 

There are bits of details and lore buried in the book that can enrich your campaign. For example, the ogre is motivated to take gems over gold because the government doesn't tax them. He is also not terribly inclined to kill the party as he is just doing his job of collecting a toll. 

I love details like this because these are far-reaching for a campaign setting. It says so much with so little. The kingdom has toll roads, the kingdom has the infrastructure, the kingdom employs non-humans, the tax system is a bit exploitable, etc. If you wanted to jump your 6th level party to hexcrawling, this is your entry point. 

Sr. Pérez has also kindly bolded keywords for quick rule lookup. There is also a reference sheet of Monster Manual pages for easy access. When events call for advantage or disadvantage, those are clearly spelled out with good reasons for each. Based on this, I suspect Sr. Pérez is a hiker with actual experience fording rivers. 

All and all, I enjoyed this book greatly, even though I struggle with Spanish. This book is a part of the Before 2020 Bundle over on DriveThruRPG. 

Tuesday, September 21, 2021

Party of 6 for the Castle - Experience

In my last post, I ran a series of characters through the Ghost of Lion Castle using the Basic and Expert D&D and Rules Cyclopedia sets. This was a solo run so I totally determined the outcome of adventure. The party crossed a half dozen challenges in the form of traps. Ultimately, they found the main entrance and two dead bodies loaded with loot. 

Thematically, this fits in with the character's backgrounds. The young characters want adventure while the two older characters want to safeguard them, but Nicholas and the Dwarf are also treasure and relic hunters. The younger characters did find some relics in the form of two magic journals and two maps. 

This is a case of character backgrounds and details meshing with the shared campaign world. 

What did not come to pass was the distribution of treasure and experience. I skipped the first due to lack of time, that will be the first thing I do in the next session. Experience is a tougher judgement call. Under B/X and Rules Cyclopedia, experience is awarded in a 1:1 ratio to gold plus whatever experience a monster would provide. 

In the last session, the characters encountered only traps and treasure, some of it magical. I can easily map out found items to coin value excepting magic items and weapons. They don't have clear price in these rules. It seems the intent was to have the object be the reward. I'm of two minds on that as it makes perfect sense. But there is the kid of the 70's who used to make wish lists from the Brand Names Catalog that wants everything to have a value.  

What I came up with was a value of about 250 experience points divided among four characters. (Two characters are sitting at a base camp.) 

This has happened because I should read the rules of this module strictly for solo play. The party has no thief and even if they did. the traps they encountered are not the sort a thief can disarm. No experience for them.  

If I had a "live" party, I could see many opportunities for the party to gain experience off of the traps. The traps in this section of the module was the very reason I selected the front door as the party's destination. In solo play with a single character, any of these traps could be deadly. The traps the party encountered would be unpassable to a single magic user with max hit points. However, 4 characters can eat up that damage. I did it because I've always wanted to do it in solo play but couldn't with an individual character. 

The traps are a series of obstacles, two magic missile attacks, a molten metal trap, two sets of murder holes and several slamming doors and dropping portcullis's (portculli?) to force the characters forward. 

As described, the magic missile attacks and slamming doors are unavoidable, the molten metal trap plus the dropping portcullis's both requires a save, and the murder hole attack requires judgement. 

Were I DM'ing this with real characters, the potential to judge situations allows for experience awards for these traps. For the doors, murder holes and portcullis traps, the simply decision to act as one and move forward or back allows for roleplay. Tricky PC's could fill sacks with dirt to prop the doors or prevent the portcullis from closing. The magic missile and murder holes are interesting traps for the PC's because there is that small chance of evading them through trickery but then wandering back into them by poor choices. 

Ah, let me tell you about parties and poor choices... 

But all of that implies thinking through an immediate problem and receiving experience for it. 

This Friday, I am looking forward to reading some materials I received plus another session in Lion Castle. 

Saturday, September 18, 2021

Party of 6 for the Castle

Over a week ago, I described a series of characters in less than two pages. They have histories and places in the sandbox. Well, it's not really a sandbox because I intend to shove these characters through a classic module before I let them run in the sandbox. 

I gotta a couple of reasons for this. First, I want to make sure I have the right rulesets. Second, characters with no adventures are no fun. Third, I plan on reading through Into the Wild and using the survivors from this module run to learn how to hexcrawl. 

Here is the recap: a young mage named Charles should be on his way to the big city to learn magic. He has his two friends Alice and Avfin (Elf and Cleric) in tow and watching over them are 3 higher-level characters, Wralin the Dwarf, Nicholas the Cleric plus their bodyguard Gaelin. 


They are hopping from town to town as they make their way to the big unnamed city, which is a good reason not to use Into the Wild. It's known territory. But here comes the hook to the classic module. At an inn, young Charles hears the story of Sargon and his haunted Lion Castle. 

Nicholas and Wralin, like responsible adults they are, put the kibosh on this irrational side quest. Charles objects by truthful stating that Nicholas promised to keep an eye on Charles and his friends on this adventure. No one said which adventure this was. This charms Wralin, who loves this sort of thing. Nicholas soon realizes that Lion Castle could present an opportunity for not only youthful adventures but uncover rare relics and artifacts. 

The deal is, Nicholas and Wralin will stay at a base camp near the outer wall, while Avfin, Charles, Alice, and Gaelin the bodyguard enter the castle. Should the party get into trouble, the Dwarf and Cleric will hear their screams and come running. 

Right...

So there is your hook. I've used Ghost of Lion Castle as a regular module for group play with a couple of adaptions. 

The adaptions come from actual solo gameplay. The monsters are all well designed for what they are supposed to do, push the player around without killing the conservative and well-fed. Aggressive characters will be eaten. The limits are food and torches. The killers are the traps. 

Knowing those facts, you can provision a whole party of actual player characters appropriately. 

The first thing to handle is how to deal with the traps. They do more than enough damage to wipe out a single character, on average. In solo play, each one comes down to luck or cheating. A party has a great chance of getting through simply because they have more hit points. 

If a trap is labeled as "one x", one arrow, one stone, etc. then use a table. Write down each character's name and label them one to whatever. If you have 4 characters like I do, then you roll a 1d4 to see which one is subject to the trap. If you have 3 characters, then use the same 1d4. There is a 1 in four chance that it misses all of them. The same goes for 5, 7, 9, etc. Merely adjust what type of die is used to be equal to or larger than the number of characters in the party. 

Some traps are clearly meant to be area of effect traps. This is going to hit the whole party, no die roll needed. Simply play through as written in the BSolo. 

The most unpleasing type of trap in BSolo is the portcullis traps that drop on people. They have a saving throw roll to avoid them, which for solo play makes perfect sense. With a party, this saving throw is an awkward mechanic. What exactly is happening? Is the gate chomping up and down until the whole party passes through? No. 

The way to play this type of trap is to have the party move through in a specific order. As the save is made as each player passes under the trap. As soon as one player fails his or her save, the party as a whole must declare "forward" or "back". Once this declaration is made, you know what rolls to make. 

If the party goes forward, the player that failed their roll is hit. Everyone behind him is forced to make a save or also take damage. Everyone ends up on the same side of the portcullis. If the party retreats, the person who failed the save takes damage and everyone who has already passed the portcullis is forced to make a second save to leap backward before the gate slams closed, possibly taking damage. 

With an actual DM, you can have a lot more creativity in addressing this one trap. But in cases where there is no judge, this simplistic scenario works best. 

I have one other modification. In places where traps occur, there is a 1 in 20 chance of finding a body, the body of one of the pre-generated characters. The weakest traps do 1d4 while stronger traps do more. Basically, they do 2.5, 3.5 hp, or worse. Even though the pre-generated characters have more hit points than average, it's tough to survive some of those traps. 

Just like the dropping portcullis trap, make a list. Roll a die equal to higher than the number of characters available. This mod is done for expedience's sake. The party can acquire the gear they need, torches and food, as they go. The other gear is good, but not really necessary to progress as food and torches are. 

So where is the party now? Nicholas and Wralin are camped out about 100 feet from the outer gatehouse with the horses. The horses don't really have a part in this adventure, except to express utter defeat. If the Dwarf and Cleric have to run into save the youngins, then the animals will wander off except for Wralin's mule. 

Having given the outer gatehouse the once over, no expects for it to be trapped. Alice is hit by an arrow. The kiddos do nothing to alert their backup of the trouble and proceed to the front gate. Things go wrong here. They are rough 300 feet away from their backup, who does hear something but doesn't hear screams for help or sounds of combat. They ignore the crashes and bangs, figuring the younglings are looting. 

In reality, the party has explored 8 areas and encountered 1 arrow trap before having a lot of trouble. They make it to the paws of the castle before the traps come on fast and furious. Arrows, molten metal, and several crashing gates doors beat them to with an inch of their lives. They decide to stop and rest in the stables, the first room inside the castle proper.  

At the moment, Alice and Charles are down to 2 and 1 hp respectively and Gaelin is down to 4. Somehow, Avfin escaped all damage. As a first-level cleric, he is pretty useless for healing. But during this horrible beating, they manage to find two bodies. 

They found the final resting places of Cortayo and Leesmith, which provides them with some much-needed supplies. They now have a +1 sword, +1 dagger, two potions of gaseous form, two points of healing potions, a +1 ring of protection, and a ring of invisibility. They also have a lot of mundane stuff. 

I decided to call a break here as they rest up. They will not encounter a wandering monster this evening. 

As a nod to how deadly this journey is, I decided to modify the healing potion rules. They contain two doses that restore 1d4 hp, instead of the module's 1d6+1. The issue is with normal first-level characters, they need less healing more often. One to 4 hp is more than enough. 

If I were DM'ing this rather than soloing the module, I would have replaced some traps with combat. Real players would not find this session amusing. It would probably piss them off. Even if they had a thief in the group, there are no real mechanics to avoid a magic missile to the face.