08 May 2010

Parsely!

Another recent game purchase has been ACTION CASTLE! and JUNGLE ADVENTURE, using Jared Sorensen's Parsely system.

These aren't really role-playing games in any normal sense. They're based on 1980s text adventure computer games, with one player as the parser (and the map and descriptions of everything), and everyone else as the person typing in commands. Each player takes it in turn to type in a single command.

I played in ACTION CASTLE! at Kapcon, and enjoyed it so much that I picked both it and JUNGLE ADVENTURE up last month.

Running the games as parser is at least as much fun as being on the other side (you get the fun of knowing what they should be doing, which is usually not obvious to the others). I've run both games at lunch hours at work for a few interested colleagues, and that was a fantastic venue for it. Silly, and short, the games were a lot of fun.

Recommended when you need a short, silly game for any number of people (my experience suggests that the more people playing, the better).

ACTION CASTLE! doesn't have much room for replay - once solved, it is pretty much done. JUNGLE ADVENTURE is a bit longer and much tougher. My colleagues managed just 50/100 points when they finished, and there are more variations available. I suspect that you could happily play this 2-4 times before you discovered everything.

Read-through review of A Taste for Murder by Graham Walmsley

Mr Walmsley is kindly offering a pdf of the game for those who preorder. I sat down and read it last night. 

The game simulates Agatha Christie style murder mysteries, with the focus being people at a country house in the 1930s. The game is similar to Fiasco in style, giving you the skeleton of structure that you then build on in play to create the details of the world. 

You start out making up characters, and your relationships with the other characters. The first half of the game deals with the characters pushing each other to stress the relationships. I can imagine that many details will be invented here that will come back later on, often twisted.

At the halfway point, everyone writes down which character they want to be the murder victim and then a random pick determines who it was. The player of the victim returns in the second half as Inspector Chapel.

The second half of the game plays similarly to the first, with the addition of the ability to investigate people - successful investigation means that something is revealed about the character's relationship with the victim (i.e. giving them motive). Eventually, two people have enough motive to have done the deed and there is a denouement to reveal who the killer really was (determined by the winner of a dice roll - events earlier in the game determine how many dice each player gets).

It seems like a very good structure to make the game work as intended. There's some advice on things to aim for in play, in order to get the right sort of feel.

There's also a lot of information in the book about life in a country house at the time, from an overall history of the evolution of the country house to details like how to address different people and who each of the servants report to.

After that read, it looks very good. I'm keen to play it, and will be looking for opportunities to do so.

15 March 2010

Fiasco: Actual Play (Prog Metal Hell)

We played Fiasco tonight, using the "Rock band on tour" playset. It was awesome, with our three characters - the guitarist, bass player and drummer - all in the shadow of the singer/songwriter. Things almost instantly went off the rails (mainly due to the 'minimally trained grizzly bear'). The tilt let latent hatreds out and everything kept getting worse. Ultimately we were all left destroyed.

Game play pretty much delivered as promised. We finished quick with just three - I'd definitely suggest adding a few extra dice to keep the scenes going longer if you have three. Some of the scene setup and resolution was a little sketchy, as we got used to the way the game goes. This was very temporary, and by the end we were scooting along just fine.

Definitely up to play again, several times.

10 March 2010

Fiasco by Jason Morningstar

This is a odd game to read, because the resolution is quite unlike most games. I'm not sure exactly how it will play out. Given that, this has to be taken as a fairly preliminary review - I can't quite predict how it will go in action. That said, reports from the Internet are positive, in general, so I have fairly high hopes.

The game is designed to play stories like plan-gone-wrong type films - almost everything that the Coen brothers have done is a good touchstone, but Fargo and Blood Simple seem to typify the default style of the game. It's GM-less, in a similar way to The Shab-al-Hiri Roach.

Play begins with a setup section, where you pick one of the playsets to give you a basic theme and setting. There are four of these in the book, plus they're releasing a new one each month this year (you can find the current one on the home page). So far, we have "A Nice Southern Town," "Boomtown" (wild west), "Tales from Suburbia," "The Ice" (McMurdo Station), "Rock Band on Tour," "Gangster London" and "Last Frontier" (Alaska). All are filled with delicious and terrible details to set your game up.

Once you've picked that, you roll all the dice (4 per player) and allocate relationships and details to give your story its starting point. You'll begin with one relationship with the player on your left and one to the right, plus each relationship will be associated with a need, object or place. Once all that's down you sort out how these fit together and finalize your character.

Then play begins, with everyone taking turns to have a scene. When it's your turn you either get to set the scene (i.e. set your character up to do something you want to see happen) or resolve it (i.e. decide whether it goes well or badly for your character). The rest of the players get to do the other task, so if you set the scene, they decide how it ends, and vice versa.

Then you play the scene out until the resolver decides it has reached the crux and picks a black or white die to indicate if it ends badly or well. You keep playing to work out what happens and then the turn passes.

Halfway through, you add a "Tilt" to make things more crazy. This includes things like stuff being stolen, people being killed and so on (My favorite probably has to be "Failure: A stupid plan, executed to perfection.")

Then play goes on, with everything in theory coming to a head. Then an aftermath is rolled for each character - essentially how terribly they come out of it. You then narrate details of their epilogue based on how many dice you collected.

I didn't go into collecting dice - it's an important economy but I thought it would cloud a quick description of the way the game runs. The short version is that you want to collect mainly one colour, but only have limited control over what you get, so the other players can use this to screw your guy over if they think he deserves it. I suspect this will add an extra level of messing with people into the mix.

In terms of how it will play, I'm not exactly sure. I'm confident that with a proactive group it will just hum along, but there's some areas of vagueness that might stall a little. For instance, the way that you just play out the results once it's determined whether good or bad results happen might be a problem. I suspect you need people ready to step up and declare things pretty frequently, like "I guess this scene is over now". These aren't really problems, but it would be a good idea to be wary of some of these things going in.

Physically, the book's lovely. It's filled with colorful, cartoony illustrations and fun layout and typesetting that really give you an off-kilter vibe as you read it.

I'm hoping to give the game a spin soon, so I'll update with how it played when I do (possibly including a report on the "Smalltown New Zealand" playset I could not resist putting together for it).

Fiasco home

26 January 2010

Kapcon 2010 After-action Report

This year I spent all 6 official and 1 unofficial sessions in the games on demand room. Here's the games played and the good and bad of running them like this.

Bad Family. Steve Hickey ran this, with me playing. It's the newest version of his long in-development game of dysfunctional family sitcoms. It was absolutely fantastic, with the only bump being one player who was quite out of sync with the tone the rest of the table. The game itself is significantly polished compared to my previous experience of it, although (as I told Steve) I suspect that there's still rather more structure around each scene than is actually required.

FreeMarket. This game is hard to pitch to a group. I find that I can explain what's cool about it if I have a chance to talk to one or two people for a few minutes, but to get a quick pitch to a room of expectant gamers, not so much. In any case, I managed to convince four to give it a go and they created some fun characters and a great MRCZ concept: guerilla redecorators. The first thing they did was make over a public cafe (they scrounged some junk, and recycled the cafe and junk together to change the cafe from tags: "Ephemera, Cafe, Utilitarian" to "Ephemera, Cafe, Luxurious"). Once this was done we got into the flow of it and the rest of the game went pretty well. They managed to generate enough flow by the end that we had time to have a virtual second session beginning and run through a MRCZ promotion round, which they won. Not without issues in a three hour round, but overall a success.

3:16. As expected, fun all round. Not the best game, though. I found that the players seemed in a more reactive mood, which doesn't suit 3:16 well. If they are all just waiting for the next encounter, it drags a bit. I was somewhat to blame as well - beginning to run out of creative energy as the afternoon wore on. I wasn't pushing enough for cool narration too, looking back. Despite all that, everyone enjoyed themselves so that's the main thing.

ACTION CASTLE! I played in this one. Hilarious! If you get the chance, play it.

Ganakagok. Played late on Saturday. Suffered from general tiredness of everyone and the short time we had to play it. The game still generated some great myth, and I had a great time (I think ACTION CASTLE! got my creativity kick-started). After this, though, I think Ganakagok really needs at least 3-4 hours to work. That we everyone can get their head around the mechanics and there's time to get several rounds of play in, rather than just one or two.

Lacuna. Sunday morning, I was so tired that I pushed Lacuna as matching my mind's state perfectly. I used the tactic of basically not telling the Mystery Agents anything, and it worked well. Mood was perhaps affected by a very loud game of 3:16 also in the room, although the random shouts and sound effects probably contributed well to our game's nightmarish aspects. Afterwards, I had a conversation with a couple of players about the game's form and structure, how the incomplete aspects fitted into the setting and play, and how Jared Sorenson likes to mess with basically everybody.

In A Wicked Age... Played by popular request of some people who had played it the previous day. We used the "God-Kings of War" oracle and had a good game with a clash of two nations, complicated by a devil-worshiping cult, a jealous god, and a mischievous djinni. My favourite moment was when I offered "The devil kills and eats you" as a post-conflict negotiation and was accepted (the character happily continued taking part in the story as a ghost). The epic battle between the wild tribe huntress and the city-state's general was also neat to watch.

The Shab-al-Hiri Roach: OVERLORD. I grabbed three players for this in the last session. We had a good session, although it took a little while for everyone to get the hang of setting up scenes to position themselves for reputation gains - not helped by a weak first scene on my part, which was really only rescued when another player jumped in to create some good adversity for me. Interestingly, this was the lowest body count of any Roach game I have been involved in, despite being set in a commando training camp and with all characters trained soldiers (this does not hold true if we include German soldiers during the D-Day event, however).

Games on demand as a whole was great fun this year. We ran a little more smoothly and got games going more quickly. There are still a few places for improvement, of course, so hopefully will be even better next year. I enjoy that a lot of people like to come in between rounds to chat about the games we have, as well. There's a relaxed, sociable atmosphere that I enjoyed - although sometimes I was a little tired to actually contribute much to conversation.

19 January 2010

Ganakagok - First Game

To prepare for wanting to run it at Kapcon, I ran a one-shot of Ganakagok last night.

The short version is that the game worked great, play ended up pretty much as the text implied it would. Perhaps more so, as the constant turning of cards to inspire narration kept giving us ideas in keeping with the setting.

The characters had perhaps a little weak construction (in terms of building Truth-vision, Change-hope and Change-fears that prompted immediate action), but the world building meant that as soon as play began stuff began to happen.

It turned out that we had a very small number of stars, so a short game. That was fine as we have a fairly short session anyhow (especially with all the preparation). The action fairly zipped along and the characters quickly fell into a love-triangle (square?) feud rather than attempting to deal with the coming changes.

Still, it gave us a good story and lots of fun alliance breaking and so on.

I suspect that the myth we made would be told by the descendants of the Nitu as the last sins committed under the old ways, before the new ways gave them a better way of life.

02 January 2010

Brief notes on new game purchases.

I bought myself a few new games recently, and here's my impressions of them after a first read through.

The Roach Returns. Two new settings for The Shab-al-Hiri Roach. They're Oxford, 1863 and a commando training school in England, 1944. Both have a few new cards to swap into the deck to add to the flavour, and new enthusiasms and so on to create the appropriate feel. All good stuff, and hopefully I'll get to try one or both of them at Kapcon.

Thou Art But A Warrior. I picked this up as a more-accessible version of Polaris, and it looks like it fits that well. Basically the same game, but the setting is the last days of the Arabian empire in Spain. Very nice to read, and lovely art. This will sit with Polaris waiting for a good chance to play one or the other.

Ganakagok. I picked this one up due to hearing so many good things about it online, and the fact that it has a custom card deck (I am a sucker for custom card decks). Basically, you play Inuit-ish myths, with details heavily inspired by card draws. There's some dice mechanics in the resolution too. Looks very cool - hopefully I can play soon. The mechanics look like they'll really push towards mythic types of characters and events. Plus, the tribe's world is bound to change and the mechanics slowly build up whether various aspects will end up ending well or badly. 

21 December 2009

Play: FreeMarket

The Monday group took FreeMarket for a spin tonight. It certainly delivered the gameplay promised by the text - I certainly had great fun and everyone else seemed to as well.

The initial round of running a pretend challenge seemed to confuse everyone as much as it enlightened them. Then we got into the basic character generation stuff, which was all fine.

MRCZ creation was a little tougher, as everyone tried to come up with something that their disparate skillsets could work together for. In the end they didn't really manage, but everyone was enthusiastic about "My Little Special Friend" MRCZ, who create customized and weaponized pets. So far they printed up a dayglo stripy cat to pay someone's gambling debt and have got themselves a request for a weaponized cat, too. They acquired the raw materials for it but we ran out of time before they got to build it.

The situation generation was effective and fun. Every character has some memories written on their sheet, and you go and grab elements from each of these to make up things that can happen - so one guy from this character's memory wants an item from another person's memory to blow up a statue that's in a third character's memory. This sounds confusing, but it worked really well. I tied them into the whole custom pet theme of the MRCZ and we just went from there.

Filling up the station with oddball types is fun too. Just finding out about their neighbours was quite fun (a metal band on one side, a mobber with tentacles on the other). I quite enjoyed a courier who delivered them a couple of things. There's going to be more to him than they have yet realised, I think.

The challenge mechanics are pretty fun, although the card draws distract a little from remembering to narrate what you are doing. It's one of those games where I'm going to have to keep reminding myself & others to narrate what happens. The card draws give you a lot to work with, though! Just things like drawing a geneline and hazard give you something to work with (i.e. your narration should incorporate your natural talents but have something go not quite right as well).

Looking forward to playing more! The next session for My Special Little Friend should be epic - they have to build their weaponized cat to give to one guy's Dad. Nobody asked him what for yet... but hey, I guess they don't need to know. What could possibly go wrong with arming a cat with a miniature flechette cannon?

08 December 2009

Read-through Review: FreeMarket (beta)

I've been waiting for Crane and Sorenson to finish this one ever since I found out about the premise. They have released the beta to anyone who signs up for the colonist program at the website (only 1000 berths available!)

So, the premise is that you are a bunch of dudes who live on this space station where death is not permanent, scarcity is no more and everyone cares mainly about reputation (here called Flow, and basically the same as Whuffie from Cory Doctorow's Down and Out in the Magic Kingdom). The player characters start as a MRCZ - an group who have formed a team to do something. You can pretty much pick any goal you want - the examples in the text include people trying to make various station systems work better through party designers and professional extortionists.

What drives it all, however, is Flow. You want your Flow to be increasing, because your MRCZ only gets more Flow when the members get more. You need to risk it whenever you use the game's challenge mechanics, so you'll spend a bit as well. Plus, if you run out you can be voted off the station forever.

There's lots of cool stuff to do - making things, smushing things together to make other things, hacking people's memories, engineering memes, and so on. The world's sketched in the example tech and things like that, and there's plenty of ideas there. Still, it's overall a sandbox kind of game. And pretty much anything goes (although if you're annoying, sooner or later your Flow will tank and you'll be put in a box aimed at Mars).

I suspect what will happen in play is that the players will go a bit crazy picking a project for their MRCZ, but that will soon become an all-consuming quest (no matter how silly it is). The notes on how to run it provide lots of ways for the GM to build on what's on the character sheets and make the game rock on no matter whether you are trying to save the solar system or breeding a superior moss as a novelty item. The game's probably not for everyone, but it's certainly for me and I plan to play it the next session that someone is absent (i.e. preventing more Trail of Cthulhu play).

One more note: the beta requires a significant craftiness investment, as the game is played with 6 custom card decks. Now, the beta package includes the raw materials to print and make them (and some fans have even made versions that are more printing out friendly), but I can tell you from experience that it takes a long time to assemble the 245 (!) cards you need. I wouldn't have bothered if the boxed set was going to be any earlier than it is (sounds like next May or June is the ETA). On the other hand, you can consider making the cards your first Cultivation challenge (Cultivation: making tech items using old fashioned techniques).

Gaming Update

Well, look at that. The experiment with Dungeonslayers finished after another couple of sessions. We had fun but I felt that the game didn't have the legs for a longer campaign to work well. Basically the simplicity of the rules worked against itself there - in combat, everyone soon homed in on their one or two best things to do every round, so the fights got less interesting (the advanced combat rules option on the website might help with that). Plus, as a GM, there's no real guidance as to how tough the monsters are, so stocking an adventure is hard. The only clue are the raw stats and the xp listed. I'd like to see something more structured for creating your own critters as well.

I still think it's a great game, but probably best suited to short campaigns or one-off sessions.

After that I've done a few Monster of the Week playtests. The rules are coming along pretty well, and this is steadily getting polished into something that I can can give out to closed beta testers soon (i.e. in between 1 and 6 months). Play gets a nice Supernatural style build from mystery to tracking the monster to final showdown, with a few character scenes along the way.

Then the regular group (with one person left for England and two new faces) hit the next chapter of our ongoing Trail of Cthulhu series. This time they were exploring a site off the coast of Greenland - mainly by remote control, as only one of the divers was a player character. I wanted a short, intense mystery for this one, and it seemed to happen that way. They defeated that evil below the ocean amnd now it's investigators 2, Cthulhu 2 with one more qualifier before their final chance to stop things at R'lyeh. The plan is to move on with more of this, so chapter five will be next, with a trip to the Amazon.

15 September 2009

Old School Dungeon Gaming Time!

To take a break from playtests of Monster of the Week, we've been playing some Dungeonslayers.

It's a nice old-style game, and appealed to me because it had a fairly basic, consistent core system. That's in contrast to many of the old school rules I've looked at that attempt to replicate old style D&D warts and all.

I sat down with How to Host a Dungeon and ran through one to build up some background for the game, which was fun in itself and gave me some maps and a general history of the area that provided me a lot of ideas.

First session had only two players, and I set out to run them through the starter dungeon in the main Dungeonslayers pdf. We managed to get through that in one session (with one fatality) and that left those two characters at a decent level. The system works pretty well and provides a good framework for that sort of adventuring - in our case, not taken very seriously. There was a tendency for some fights to get a little tedious as bad rolls led to things taking a long time to die. We got some creative use of tactics to split up one huge group so they could take it out piecemeal. That's the kind of cool stuff I want to encourage, so I was pleased when that happened.

Next session had a couple more players, who had to join on as basically the expendable henchmen of our higher level elves. I had planned to take them through the second sample adventure from the Dungeonslayers website, and indeed when we left off they were nearly about to begin it. The maps derived from my How to Host a Dungeon game really came into their own here, with their journey to find the bandits they're hunting full of sidetracks, getting lost in a swamp, amusing townsfolk, legends about the devilish swamp dwarves and last but definitely not least, a juvenile owlbear attack.

I'm looking forward to next time, when they actually assault the bandits (and begin to uncover clues about how much stuff they are walking over the top of).

Reading Update

Kage Baker The Empress of Mars: A nice story set in the shadow of her epic Company series. Only tangentially related, but good in its own right. Feisty, outcast Mars colonists versus everyone! Huzzah!

Seth Hunter The Time of Terror: Another Napoleonic naval adventure, broadly. More specifically, it's earlier (Robespierre is the chief antagonist) and our hero spends most of the book as a spy in Paris and smuggling things back and forward. Good stuff, but grim (being about The Terror, hard not to be).

Chris Wickham The Inheritance of Rome: A big, solid history of Europe from 400-1000. Lots of interesting stuff in here, although because of the book's scope, detail is lacking. It paints a picture of the fall of Rome being less catastrophic than had been previously thought, and follows the various aspects that were preserved and the new things that arose after. I'd been aware of the revision of the "Dark Ages" into something somewhat less of an oubliette of history, and this cleared up the reasons that view has come to be.

30 August 2009

Read in August

Charles Stross's short fiction collection Wireless is good. Several of the pieces feel like they're sketches for novels, rather than fully fleshed out. That might just be the effect of them being short.

I recently read a bunch of Le Carre - the Smiley trilogy and then A Most Wanted Man. All good, and a very interesting contrast. The earlier novels are almost devoid of politics and describe spies who seem to almost fear ideology. The newer ones (including The Mission Song and The Constant Gardener) are all concerned with wrongs going on in the world, and Le Carre definitely wants to draw our attention to them.

Karl Schroeder's Pirate Sun is another great installment in the Virga series. Very strange, very cool science fiction here.

Re-reading of Robert Low's viking stories (The Whale Road and The Wolf Sea) just confirmed my liking of them. The internet tells me there's now a third volume - The White Raven - which I must get hold of.

I also read the first of Tim Severin's viking series, Odinn's Child. It is not as good as Low's take, but interesting. He also seems to be adding a supernatural element - ghosts and the like - which is odd in a historical novel. It's deliberately somewhat ambiguous whether these elements are actually real or just hearsay, but I'm not convinced about the approach. It is good enough to look for the rest of the series, so don't take those quibbles to seriously.

Game Chef 2009 is about to begin

30 July 2009

TV shows I have been watching recently

True Blood, series 1. Very mixed feelings on this one. Basically good. However, the gross sex scenes (possibly partly just the HBO sex scene tax) really detracted a lot. It also moved very slowly for the amount of plot present - if you are going to stretch a mystery over 10 hours of TV, you need more going on.

Castle, series 1. Initially this didn't grab me that much. Nathan Fillion was fun to watch, as expected, but the setup - "mystery writer helps detective solve murders" - is not exactly the most original. The show rides on the characters, and Fillion as Castle and Stana Katic as the detective forced to work with him are both good. Not deep, but fun.

Leverage, first few episodes. The setup is that an ex-insurance investigator creates a team of criminals to commit crimes in order to take down bad guys that the law won't touch. It's a good setup, but I was let down by most of the characters being one-dimensional (although to be fair, that might improve later) and more importantly by the way they set up each episode. They rely on important stuff happening off screen a lot, and magic computers that give the team all the information they need to set up a con, and stuff like that. It's the kind of stuff that could be shown being done in a plausible way, but they just skip past that and have everything fall into place instead. Currently not really interested in watching any more.

Avatar: The Legend of Aang. We got this for the daughter of the house, and she really loved it, so I got to re-watch the whole run. I enjoyed it just as much as the first time. I also noticed that there's a fair amount of foreshadowing that I (of course) hadn't picked up on when I didn't know how it was going to end.

21 July 2009

The Caryatids by Bruce Sterling

A strange novel.

Lots of really cool ideas, but the plot basically happens only in implied spaces.

The novel essentially shows you a few little vignettes in the world, and you need to piece together most of the events from those. Sterling also sets them up so each part of the novel is the aftermath and/or setup for something big.

Not really sure what I think of it.

28 June 2009

Trail of Cthulhu: Play update.

We finished another chapter of our big Trail of Cthulhu game this week. It was a narrow victory, with one PC fatality in the final hours of their attempt to prevent something bad being awakened.

My impressions of the system are less rosy after playing it this long. It's still an enormous improvement on Call of Cthulhu, but I'm not sure that the 'design what doesn't matter' approach is really what I like when running a game. A few times I wanted the system to be something solid I could lean on (as it were), but there just isn't much there.

Partly, I think, it is the sanity system at fault. I can appreciate what Hite was trying to do with this, but I don't think it quite works. Maybe Unknown Armies spoiled me for this. In any case, the erosion of sanity doesn't seem to match the way I would like it to.

The drives also seems to have fallen flat in our game. Most of those chosen have ended up leading to few interesting compels, and not really driving the character the way they are supposed to. This might be because we didn't know how the system played when we started, of course, but it seems more than that. Maybe it is that the drives are too broad? In Spirit of the Century, part of the fun of Aspects is that you have a whole bunch of them pushing you in different directions. Here, it's just one big one always pushing you the same way.

Overall: still the best system I've met for Lovecraft roleplaying, but not perfect. Tweaking the rules would probably solve most of my problems, but I don't have much patience for tweaking rules these days.

Recent books of note, June 2009

I read a couple of A Lee Martinez's comic fantasy novels - In the Company of Ogres and A Nameless Witch. Both are good, well worth checking out if you are a fan of Asprin/Pratchett/etc.

I've been working backwards through K J Parker's trilogies. Unfortunately, my main discovery is that quality has been steadily improving. I simply stopped reading the "Fencer" trilogy after a completely gratuitous atrocity. The "Scavenger" trilogy was good but not exceptional - it uses the 'protagonist is amnesiac' cliche, and despite this is a fairly good story. Parker pretty much ruined it for me at the end when the protagonist - who has shown himself to basically be a terrible person - is revealed to have previously been a terrible person. It wasn't quite the shock reveal it might have seemed when the plot was initially sketched out. So, my advice on K J Parker: read the "Engineer" trilogy and The Company. If you like those enough to want more, read the "Scavenger" trilogy. If you want even more and are not utterly sick of the current fashion for adding atrocities to a story for no good reason, read the "Fencer" stories.

I'm not sure where this fashion for atrocities comes from - I wonder if Iain Banks is somewhat to blame (at least in science fiction and fantasy), as people imitate his work. If so, they're really hitting the wrong bit to imitate. I have a feeling it might be deriving from some other places too - the "Literary Fiction" genre seems to do it as well.

Dave Duncan has a third "Alchemist" novel, which is great fun. I read one of his generic fantasy novels, too, and it was so generic I couldn't be bothered with the second in the series. Strange that the same person can write both. Or maybe generic fantasy just taints all that it touches?

This Is Not A Game by Walter Jon Williams is a fantastic read... it's about a producer of alternate reality games, and what happens when she allows the real world and the game world to mix. Good characters, good story and a good understanding of how online life actually functions all feed in. Plus it is a story of this "this could, just, happen" rather than a more science fiction approach (like the near future in Stross's Halting State).

Speaking of Stross, the fifth installment of "The Merchant Princes" series is great although I'm unhappy I now have to wait a year or so for the final one.

23 May 2009

Book reports

I've decided that I'm no longer going to write something about every book that I read, as that was becoming a drag. I'll just write something about books that stand out, instead.