Book Review: Cold Iron

Cold Iron Cover

Cold Iron, by Josh Loomis, has an interesting take on the Vampire Mythos. In this novel, the vampires have gone public, and are protected by law.

While the undead are now a part of society, somebody who dies 35 years ago is a new thing, as Detective Seth Fasil finds out when he is found stumbling around a cementary, long after his burial.

He then meets Morgan Everson, another Detective, who is now working at the same police department that Seth used to work at. While the two main characters work well together, the part where Morgan updates Seth about the events of the past 35 years rings very false, especially since she decides not to tell him about the vampires, for no reason that is ever revealed.

From there, the story of Seth trying to uncover what happened to him interweaves with Morgan’s investigations into a series of Vampire murders in the city.

The cast of characters grows from there, and all of the supporting cast add to the story. There are some good twists and reveals in the story, and the vampire politics are hinted at, without being fully explained.

The book feel like a first part of a series, with hints about Seth’s story that I hope will be resolved in the future.

Overall, the novel is a light and easy read, with just enough depth to keep it interesting.

Michtim: Fluffy Adventures Review

A Michtim

At first, I thought that Michtim: Fluffy Adventures was a simple cutesy game, aimed at children, but on reading it, I realised that it has unexpected depths and complexities.

In the game, the players play a Bande of  Michtim, intelligent hamster-like creatures (although not rodents, which is explained in an overview of their biology).

There is a firm emphasis on the culture of the Michtim, who seem to live in a very idealised, egalitarian society, and rely on the Veil to keep humans from noticing them.

The game feels a bit like a European Saturday Morning cartoon, complete with an emphasis on conservation. The characters have ratings from 1 to 4 in the various emotions: Joy, Love, Grief, Fear and Anger.

A Michtim normally belongs to one of the three hauses, each one of which places emphasis on a different Michtim virtue (although all are virtues are respected by all hauses)

In addition to that, every Michtim has at least one calling, which can be considered a bit similar to a character class, except that a Michtim can have up to three active at the same time, and can easily switch between them.
When determining the result of an action, the Michtim rolls a number of dice equal to the relevant emotion, and adds the numbers together. If she scores above 7, she gets one success. If she wants more successes, she needs to remove dice from her pool, and gets an additional success for each die she does not roll.

For each die that rolls a 6, the Michtim gets a mood token of the emotion she rolled. The token can either give a +1 to the relevant roll, or can be traded in to provide an extra die on the roll. Each emotion also has opposing ones, so a mood in a particular emotion will act as a penalty on the opposing ones. Also, a Michtim can have a maximum of three mood tokens at a time. The only way to get rid of a mood is by trading it in for a die.
I really like the mood system. It provides good roleplaying opportunities, as the Michtim find themselves in situations where they have to act according to mood, in order to get rid of the mood tokens, either because the penalty is too steep, or simply to start acquiring new ones.

The Michtim can also gain Karma, by following the Michtim virtues. If they sin against the virtues, they will find themselves unable to gain Karma, as well as the punishment from the Michtim society at large.

The Michtim society is very detailed, and the characters are made to feel to be a real part of it. Technology is not detailed at all, and in the beginning I had the impression of a pseudo-medevial level of tech, until I got to the descriptions of the cyberised Michtim. Although not detailed, the Michtim seem to have advanced technology, although with more emphasis on individual workmanship, rather than mass production.

The sample adventure at the end of the book is a bit of a letdown. It is a very good example of the genre that the game is trying to evoke, but feels very linear.

Overall, I was very pleasantly surprised by Michtim: Fluffy Adventures, and the game has a very simple and straightforward system, while providing enough depth and complexity for a very interesting game.

Michtim is available from DrivethruRPG.

Diaspora Review

Diaspora Cover

I have finally had a chance to read through my review copy of Diaspora for the Kindle, and I have to say that I am really impressed.

I have always been a fan of hard science fiction, and Diaspora fits the bill. There is a very light setting, with no faster-than-light travel, although there are slip-points connecting the various system in a cluster.

A big part of the game allows the players to define their own cluster, giving a nicely built structure to do so, allowing them to define the setting for the game.

The system itself is fairly standard FATE, as found in Spirit of the Century and Dresden Files, with some minor variations. The characters are designed to be created cooperatively, and the character design process ensures that they are all well-connected to each other.

There are four detailed combat systems (or mini-games, since each one is actually playable as a wargame on its own). They include personal, platoon, starship and social combat.

The first three are fairly standard, and well executed. I was really surprised by the quality of the social combat chapter, and I honestly feel it is the best implementation of social combat that I have seen in any system, since it uses zones not to model the physical space, but rather levels of intimacy and points of view. Even if you use nothing else in the book, the social combat is worth the price of admission.

The book is then rounded out with an equipment generation chapter, allowing the players to create the various technologies to round out the setting.

Overall, Diaspora is a brilliant game, and perfect for lovers of science fiction and FATE. Diaspora is an excellent hard-science space opera game.

The Kindle edition itself suffers from some problems, and the tables in the book are a bit hard to read on a Kindle, so I would recommend getting the PDF version if you really want the game. Diaspora is available from RPGNow.

Advanced Encounters: Terrain Toolbox – Review

I have never really used terrain in my RPGs, except purely as scenery. For those of you wanting terrain to play a bigger part in your encounters, Terrain Toolbox, from Sneak Attack Press, gives a lot of options.

Advanced Encounters - Terrain Toolbox Cover

Terrain Toolbox is a 32 page PDF, with the first part taken up with an introduction, and an overview of how to use terrain in encounters, and a specific set of rules. Each terrain is considered a level, which measures the effect of it. There are some mathematical oddities in the rules , for example, a terrain can do low, medium or high damage, but a terrain with low damage at level 1 does 1d8 +2, while a terrain with high damage does only 1d6. At higher levels the damage numbers start becoming what you would expect.

The bulk of the book is taken with terrain examples. They are extensive, and useful to almost any game, with plenty of variety, and suggestions on how they could make an encounter more interesting. The emphasis is firmly on their use in a combat encounter, and a discussion of other ways to use terrain would have been very interesting… Perhaps in a future supplement?

The layout of the book is very good, and it is easy to find the relevant terrain. It does not use any PDF features, but with its short length it does not really need any.

The Terrain Toolbox is available from RPGNow for $4.95, and is perfect to add depth to combat encounters, preventing them from getting stale.

This review is for the Pathfinder version of Terrain Toolbox, there is also a version for 4e available.

Dislaimer: This is a review of a free copy the I got from RPGNow.

Playing for Keeps

Playing for Keeps Cover

Playing for Keeps” is a superhero novel, written by  Mur Lafferty, the current editor of my favourite science fiction podcast, Escape Pod.

I listened to this novel as a podiobook, and it made my commute  a lot easier to deal with for a little while. It is still available as a free podiobook, which is how I originally listened to

The novel is set in what looks like a standard superhero universe, and starts of with a battle of the heroes vs. the villains. The main character Keepsie, ends up as a hostage to a super-villain, Doodad, who leaves a mysterious sphere with her. Keepsie is a third-waver, a person with minor super powers, not considered good enough to be accepted to the superhero academy. Her power is that nothing she owns can be taken from her.

From here, things go seriously haywire, as both the superheroes and the villains want access to the sphere, and Keepsie and her fellow third-wavers end up caught in the middle of everything.

I really enjoyed listening to the book, and the powers of the third wavers kept things interesting, since they were all on the somewhat amusing side, yet were used very cleverly, such as the man with the detachable legs.

The characters felt real and likeable, and all of them seem to have sufficient depth to keep things interesting. They really came across as real people, with their own interests and concerns.

The book’s pacing was excellent, and it kept me interested throughout my listening to it. The plot takes some unusual and unexpected turns, and it is fascinating as little bits of the setting are revealed step by step.

I found the setting fascinating, especially since I am a sucker for twists on the superhero genre. I think that this book is a worthy addition to it.