Sunday, 25 May 2025

The Tin Man (Bookhounds of London)

Newmarket has over fifty horse training stables, two large racetracks, the Rowley Mile and the July Course, and one of the most extensive and prestigious horse training grounds in the world.[4] The town is home to over 3,500 racehorses, and it is estimated that one in every three local jobs is related to horse racing ...

Hamilton Stud Lane, on the Exening Road, is the haunt of Fred Archer, the great jockey, who died in 1886 aged 29. He is also thought to ride on the race-course, and to have caused several horses to shy or stumble during a race ... Haunted Britain, Antony D. Hippisley Coxe 

The next day, Monday 8 November 1886, he was at his residence, Falmouth House, Newmarket, under medical supervision. About 2.25pm his sister, Mrs Colman, visited him in his room and he asked her to send the nurse away. Colman was looking out of the window when Archer got out of bed. She then heard him say "Are they coming?" and saw he had the gun in his hand. She sprang towards him, and while she was struggling with him, he put the gun in his mouth and fired the revolver. He died bleeding in her arms, the bullet having passed out of the back of his neck. The doctor was on the scene very quickly and pronounced him dead ... He was buried in Newmarket cemetery on 12 November ... Some of his effects are now on display at the National Horseracing Museum, including the gun with which he shot himself ... News of Archer's death reached far beyond racing. In London, special editions of the evening newspapers were issued, with crowds queuing in Fleet Street to buy them, and omnibuses stopped to allow commuters to read the billboards. ... 

In which an unscrupulous gambler uses a dead jockey to win Newmarket and unwittingly unleashes horror.

Newmarket in Suffolk is horseracing's Vatican. Its jockeys and horses are worshipped, and Fred Archer's name still rings out long after his suicide. The Classics - 2000 Guineas Stakes, 1000 Guineas Stakes, the Oaks, the Derby, the St Leger - are world-renowned, and have been going for decades, in some cases centuries. Someone wins that, and their name is made. Leaving aside the bountiful financial rewards, of course. 

Fred Archer took them all.

He was known to be rich and reputed to be a miser - hence the name Tin Man, as in Tin, slang for money. Not, say, slang for lacking empathy, although it might be fair to say Archer had a bit of that problem. 

Nobody knows what Archer meant by 'are they coming?' though there are plenty of theories. In this scenario, the assumption is that there's some kind of Mythos context, though the exact meaning is left deliberately vague.

For purpose of this storyline, I'm going to use a fictional version of The Illustrated Sporting and Dramatic News, a sister publication to the Illustrated London News. The Sporting and Dramatic was first published in 1874. Archer would have read it and there would have been a special edition published upon his death.

The Tin Man

One of the Hounds' regulars is pursuing copies of the Illustrated Sporting and Dramatic, with intensity. It's not clear why. Nor is it entirely clear which one they want. It's as if they don't know themselves, but they're willing to pay almost any price. 

In its day it was a weekly paper. As might be guessed from the title it isn't always about sports; even Agatha Christie appeared in it, back in 1929. This means copies can be had from those interested in the theatre and dramatic arts as well as racing enthusiasts. The British Library is also known to have a complete set. 

Judging by the regular's buying habits, it seems they're only interested in editions published in 1885 or prior, and they're not interested in anything published before 1880. That leaves a five-year window. Further investigation (Oral History, Reassurance, Flattery, Art History, History) indicates the regular is only interested in those papers in which Fred Archer appears. Given Archer's talents, he appears in multiple editions. Archer won the Derby, the Oaks, 1000 Guineas, 2000 Guineas and St. Leger in that period. Not counting overseas victories at the Grand Prix de Paris or the Prix du Jockey Club. 

In fact, riding the horse Melton, he took both the Derby and the St. Leger in the same year, 1885. Melton went to stud eventually and died in 1910, at the ripe old age of 28. By that point Melton had outlived Archer by 14 years. They both died in November; Archer in November 1886, Melton in November 1910.

If the Hounds pursue this line, they discover that the regular has discovered there's a racing cheat using Mythos Magick to make a gambling fortune and relying on Archer's ghost to do it. The regular wants in on the deal and enlists the Hounds to help them. All the regular knows for sure is that the cheat, a fellow named Auburn Salt, is using the Illustrated Sporting and Dramatic to do it, but the regular doesn't know which edition, which is why the regular's chasing up any and all copies they can get their hands on.

Option One: Idle Hands. Salt is a member in good standing of the Devouring Hands, or Keirecheires. Technically he's not a full-fledged member; he's a Son, following one of the cultists based in Doncaster. However, the expenses of being a Son are catching up with Salt and Salt thinks he's found a foolproof means of guaranteeing income. Salt is using techniques borrowed from his Father and copies of the Sporting and Dramatic as well as a horse sired by Melton to assure himself of winnings at those same races Archer triumphed in back in 1885. What Salt doesn't appreciate is that unsanctioned use of Keirecheires techniques will earn him the ire of his Father, and the stern, punishing hands of the Cult.

Option Two: Dead Horse. Salt is Archer, reincarnate. He has the same look, same lean, tall build, and would be a rider himself, were it not for the fact that horses are terrified of him. Salt doesn't understand whether he's actually Archer back from the dead or simply bears a resemblance, and he doesn't care. What he does care about is money. He's cultivated his appearance and adapted his personality to be as much like Archer as possible and has gathered together a small group of like-minded occult types with one goal in mind: take the Derby and the St. Leger. What Salt doesn't appreciate is that his actions have raised the actual Archer, whose ghost is now causing havoc. Or perhaps he does know and doesn't care.

Option Three: Melton Resurgent. Once, long ago, the jockey Archer found himself indebted to the kind of Mythos forces you don't want in your life. It was thanks to this influence that he was so successful, relying on a totem he kept near him at all times to win the day. At least, so says the horse breeder Auburn Salt, who has a colt spawned by Melton in his stables. Salt is doing everything in his power to ensure that his colt, Balfour, performs just as well as Melton did, but for that to happen Salt needs to recreate the totem Archer made. Salt isn't entirely sure how to do that, and his attempts are only causing problems for anyone and everyone near Salt's stables. Not that Salt cares, so long as he races a reincarnate Melton.

That's it for this week. Enjoy!

Sunday, 18 May 2025

Dungeons and Dragons DMG, Monster Manual 2025


A while back I posted my thoughts on the new PHB release, and I wasn’t thrilled. I said at the time that it “feels as if there's not as much there” and that in spite of its increased length there didn’t seem to be as much going on under the hood.

I also said I would have to reserve judgement until I saw the DMG.

Well, that proved prophetic, because I didn’t see the DMG for months after my initial purchase. There was a shipping delay followed by an unexpected cancellation followed by … I’m not sure what, actually. But it meant more delay. I picked up the Monster Manual before I saw the DMG. Not entirely by choice, but I figured since it was on offer I ought to give it a go.

What do I think?

Ehhhhhhh … pass.

As with the PHB, there’s more stuff on offer. Pages of it. The previous edition clocked in at 320 pages, more or less. This one has 60 extra pages of new material. About 20 pages of that is devoted to Bastions, a new concept for this edition, and another 20 pages or so are maps of various generic areas - Barrow Crypt, Crossroads Village, Spooky House, that sort of thing. No monster lists or anything like that. Those are for the Monster Manual, which is packed full of everything that walks, crawls and flies. 

Factor in the various trackers, each with their own page, and you've got the bulk of the new material in the DMG.

Very little of it intrigues me.

The only bit that I find genuinely useful is the collection of trackers. I don’t care which edition of Dungeons and Dragons I play, I’m swiping those. But I don’t think I paid north of $60 per book for a set of trackers I could pick up for free from teh internets. Or create on my own with a modicum of artistic skill, come to that.

The bit about Bastions seems a little over-the-top. Apart from anything else, the whole point of adventuring is to go on an adventure. To leave the comforts of home behind and defy dragons, or cleave goblin chieftains in twain, befuddle ogres till they turn to stone by dawn's early light, that kind of thing. Not to spend however many hours in the day keeping track of all the things going on at the hobbit hole I left behind. I don’t mind the concept so much as the execution. This starts at what level, now? 5th? Really? For why? At 5th they've just this minute become heroes, not homebodies!

The Monster Manual is by far the best item in the bunch. Its reorganization of everything alphabetically is a nice touch, and for once the mantra ‘more stuff!’ pays off with, well, more stuff. All sorts of monster entries packed in like happy little sardines, and the stat blocks are sufficiently generic that you could probably mix & match these creatures with the previous edition and suffer no pain. There are probably some changes that might affect CR. Nothing I choose to worry about.

Besides, when in doubt I can always just dip into Mordekainen’s or Volo’s or any of the other books and use their stuff instead.

I mentioned the art last time so I suppose I should go into it again. Worth repeating: not an artist, not trained to appreciate art. But as with the PHB there isn't much here that doesn't seem generic, and the bits that don't seem generic feel as if they were lifted bodily from previous products. Little of it feels inspiring, or interesting enough to be worth more than a glance. Including a hexmap of what I think must be the Forgotten Realms is a nice touch. I'd have to tear it out of the book to be certain that's what it is. A handy resource, if so.

I’m going to be playing the game with some new gamers soon. I think I mentioned the play I’m performing? Tonight's the last night, as I write this; by the time I publish the cast party will have come and gone, leaving me exhausted. I shall break legs. Well, two of the cast are keen to play and I said I’d be happy to run a game for them. There’s a local venue where space can be rented for a fee, so we’ve booked a spot. One of them is so keen to play that she had already grabbed a copy of the previous PHB, not realizing that there was a new one. She and her husband are busy devising schemes and PCs as I type this.

When I mentioned that there was a new edition, she wanted to look at it.

Seldom have I seen a more sour expression. 

She criticized the art right away. It didn’t look anything like the art in the previous edition. Nothing like as inspiring, as heroic, or as interesting. Next it was the rules. Too many rules, too confusing. She put it aside after half an hour; not interested.

We’ll be using the previous edition in our game. 

For me, I’m not in any rush to pick up any other book in the new version. Not that I was ever going to be in a hurry to grab up, say, the Forgotten Realms material. But still. I said a while back now that the only reason I got back into this game was because of Ravenloft. That creaky old Gothic mansion was my inspiration, my guiding star.

I can play Ravenloft in the old edition.

I will. 

Sunday, 11 May 2025

Insects (Bookhounds)

 


Behold its antique glory.

First purchased in the early 1900s by a retiring Military officer who was coming to Bermuda to take up a Colonial job, later to live out his days in the subtropics, it has been in the same family ever since. Until now. The owners are going to the UK to be closer to their kids, the cost of shipping was exorbitant, the kids didn't want it, and I said that if their choice was between taking it to the dump or giving it to me, give it to me.

They did.

See, down here, antiques are not prized. Ironically, we have too many of them. Not that the island's a hotbed of things that would make the antiques roadshow crew weep with joy, no no. These are the midlevel items. The decent repair stuff, the slightly dinged, the much-loved. The local National Trust, which looks after old homes and heritage, is always overwhelmed with 'gifts' from people who can't bear to see granny's old whatsit go to the great furniture repository in the sky but who don't want to keep it themselves. The Trust hasn't the heart to tell them that granny's old whatsit is a fairly mediocre example of the brand.

However, I've wanted one of these for a while, because of our insect problem.

I like books. I think you know that by now. I do not like cockroaches, but I have them anyway - not by choice, mark you. Other insects too, for that matter. Some of whom are really far too fond of antiquated binding. Many's the time I've brought home something from the Argosy, put it down somewhere for a day or two, and found a hole chewed in it. See, the little beggars love them some leathery or leather-adjacent goodness, particularly if it's seasoned with dried-out bookbinding glue or old sinews.

There's a couple ways of combating this. A dedicated extermination campaign, for example. More difficult than you'd think, even with the off-brand and probably illegal insecticides you can get in the islands. Some form of internal climate control to reduce humidity and discourage insect activity, which does work but tends only to be available to the ungodly rich, since electricity on that scale costs a bundle.

Or one of these bad boys. 

Removing the books to a place where the insects can't get at them is great. Traditionally I've moved books that might be vulnerable to a place in the house I don't use for anything else; roaches tend to prefer living close to humans, probably because we leave crumbs and other goodies lying around. Now I can start putting the vulnerable items behind a thick glass door. 

It's not a perfect system. There's still risk involved. But it does work, or at least it works better than leaving things out in the open on an uncovered shelf.

There are all kinds of insects that eat books. I'm personally fond of the deathwatch beetle, that beloved staple of old homes and old ghost stories. Their distinctive tapping or ticking noise used to attract mates is what gives them their name. Ghost tradition has it that the knocking is a harbinger of death, and in old books like Bluenose Ghosts you can find ghastly tales of soft knocking on the door from hands that aren't hands - three of those, and you're sure to die within the year. 

Ironically there is biological precedent. The deathwatch beetle has a three-tap rhythm. Males usually tap first, and females tap only in response to males. A female responds within 2 seconds of a male tap. After the female responds, a male will tap again from 2 to 30 seconds later. 

Three ghost knocks.

When I was still in the building surveying trade I was assured that the deathwatch was on its way down the dodo's path, due to lack of available foodstuff. They like wooden wainscoting and similar things, which were prevalent in housing before the second world war but which died out with the modern building boom. Whether that's true or not I couldn't tell you, but that's what we were told.

Bookhounds touches on the subject of insect attacks but doesn't go that far. However, if worms which gnaw on wizards' corpses grow to become wizard themselves, it stands to reason that insects which gnaw on Mythos texts grow to be something hidjeous and vile. 

From which:

Deathwatch

Your store's staff are about to go on strike.

They claim to be terrified of the ghost knocks. Some maleficent entity must have come in the shop after the last big book-buying spree, they say, and ever since it's been haunting the place. Its knocking noise is causing a furor. 

That's not all it's causing. The Hounds notice that some of their most important texts are suffering insect damage. It's getting pretty bad, enough that the shop may suffer a Reverse. You can't advertise a copy of the King In Yellow as calf-bound first edition excellent condition if some little swine has nibbled chunks out of that binding. That brings it down to Reading Copy level pretty damn quick, with consequent knock-on to the price. 

Something Must Be Done.

What?

Option One: Crawling Chaos. It's not deathwatch, though it certainly sounds like deathwatch. It's actually Brood of Ehiort, which came in on the back of a house clearance in which texts beloved of the Severn Valley Cult were purchased. There aren't enough of them to constitute a simulacrum but more and more are breeding all the time. Left unchecked, eventually a pale man will form. Once that pale man forms it will start constructing a Fane in some forgotten part of the shop or basement, and soon after that it will start to contact other Brood in the area. A vast swarm could eventually gather ...

Option Two: Roach Swarm. A peculiar kind of revenant haunts the shop. It can only act through roaches, and it attracts roaches by the dozen. There are only a few of them for now, but they're forming peculiar patterns when they're on the march, and their blood leaves stains on the walls that are uncomfortable to look on. Time to start scrubbing the walls down and getting out the Blast-It bug repellent. Otherwise those roaches will take over the place, and that peculiar chant the staff are repeating will become more than just an earworm ...

Option Three: Enemy Action. This isn't an insect problem. It's a rival bookstore problem. Someone from a competing shop is dealing with its insect issues by making them march across to the Hound's shop. Every so often a staff member from the rival comes to the Hound's place and discreetly disgorges another batch. Perhaps they do this Great-Escape style by having the bugs hid up their trouser cuffs, or perhaps they leave a tainted book on the shelf like a calf-bound Trojan Horse. Either way, that shop's problem will soon become the Hound's problem, unless they take action.

That's it for this week. Enjoy!



Sunday, 4 May 2025

Many Mansions - Miskatonic Repository

This week's post comes to you from a state of exhaustion.

I've been working on a play for the past (I have forgotten how many) weeks and we unexpectedly lost a cast member this Thursday gone, so we're starting off on the back foot. Her replacement's working out but it's still a slog at the end and I shall not be sorry when opening night has come and gone.

However!

I've been working on a Many Mansions series to be published via the Miskatonic Repository and thought it time to boost the signal by posting about it.

There are three scenarios:

In Memoriam - In which the investigators may attend a funeral in a church that does not yet exist.

When Tides Are Right - In which the investigators may find themselves adrift on Pilot Island.

Your Number, Please - In which our protagonists chase up rumors of a fault on the telephone line.

All of these stories take place in Kingsport, South Shore, in the 1920s. It's part ghost story, part Dreamlands, with a dash of Jacob's Ladder thrown in for fun - and if you recognize that film reference then you know where this is all going.


Part of this will be recognizable to those of you who followed the Many Mansions posts a while back. This is an extension of that concept. It's written for Call, not Trail. 

I don't want to beat you down with references and trivia since the whole point of a teaser post is to, well, tease (you naughty thing, you). However, since we're here, let me tell you a bit about South Shore and the Underwood Park cemetery, where the action takes place.

South Shore

The Many Mansions scenarios all take place in Kingsport and are focused on Kingsport’s South Shore neighbourhood.

South Shore is mostly residential with a smattering of tourist businesses. Some of Kingsport’s oldest, most historically significant places are in South Shore. 

The oldest part of South Shore is that section which is closest to the sea proper. Merchants and families of merchants used to sit atop their houses’ sea-facing walks and cupolas, watching activity in the harbour. 

The most modern sections, built in the mid-1800s or later, are towards the south of South Shore. These are often large, with walled gardens, and are some of the more expensive pieces of real estate in Kingsport. 

It’s very rare to find a house in South Shore built later than 1900.

As this is a section popular with tourists, street lighting is more common and better maintained here that other sections of Kingsport. The roads tend to be paved and in good repair, often with modern sidewalks. Cars are often seen here, and there are plenty of places where interested persons can rent pedal cycles.

The public wharves and Coast Guard station are in South Shore, as is the rather exclusive Stratton Yacht Club. While there are some fishers that operate out of South Shore most of them are in Harbourside, along the Water Street wharves. The boats that call South Shore home tend to be more expensive, delicate creatures, not workhorse fishing vessels. 

  1. You’ll find more out-of-towners in South Shore than anywhere else in Kingsport. It’s not uncommon to hear refined French, Russian or German spoken; refugees from war-torn Europe with money in their pockets.
  2. There are plenty of ghost stories in South Shore but most of them are gaudied up for the tourists. The most gruesome centre on Underwood Park cemetery, though that’s probably because most of the graves and tombs there are the over-elaborate and evocative kind favoured by wealthy, lachrymose mourners. 
  3. Lawyer Charles Bompas has his offices in a grand-looking building on Beach Street, not far from the Coast Guard station. He deals mainly in real estate disputes and wills and is well-regarded, if not well-liked.
  4. Rome: nearly every house in South Shore has a witch ball hanging in the window. These small glass balls are supposed to ward off evil. At night, at about one in the morning, they glow with a peculiar greenish light and it is difficult to avoid the feeling that something inside the ball is peering out. SAN 0/1 penalty.

Underwood Park

This is one of the most recent cemeteries in Kingsport; the others are much older, but for the most part are no longer used. Underwood is practically the only cemetery in town with empty plots.

The cemetery is unfenced and well-maintained. Its groundskeeper and stonecutter is old George Cotton, who lives in a cottage nearby. Old George knows almost everything there is to know about Underwood; he was born the year the cemetery was founded and grew up alongside it. His father Hepson Cotton was the first groundskeeper. 

Underwood Park was created by the Underwood family back in the mid-1800s. The Underwood family vault is one of the grandest in the cemetery and was the first ever built. One of the very earliest photographs of Kingsport features the Underwood vault, mid-construction.

The Underwoods wanted a cemetery befitting them and made sure it would be sizeable, verdant, and visible. They took land from the Read House to build it, making sure that Thomas Read would have to look out over their cemetery, at their vault, for as long as he lived. 

Thomas Read is not buried at Underwood. Nobody knows where his corpse lies.

  1. Underwood is overstuffed with gaudy memorials. Weeping angels, somnolent cherubs, elaborate masonry and saccharine epitaphs prevail.
  2. Underwood’s trails are well-marked and wide, but it’s still possible to get lost in them. Old George has to rescue tourists now and again, who find themselves at a loss how to get out of Underwood. 
  3. Underwood has plenty of ghost stories and Old George knows them all. Once a year at all-Hallow’s Eve, Old George hosts a nighttime storytelling session out at the Underwood vault. Invitation only, and Old George is quite particular. Money doesn’t buy you entrance; Old George has to like you.
  4. Rome: Those who go into Underwood at night say that the cemetery is much larger then than it appears during the day. Those who go there when the moon is full say that, if you stand at the Underwood Vault and look out over South Shore, you see a completely different, alien Kingsport. SAN 0/1D2 penalty at night, rising to 1/1D4 at a full moon.
That's it for this week! Enjoy!





Sunday, 27 April 2025

Heath Robinson Redux (Night's Black Agents, Dracula Dossier)

Once upon I time I talked about Heath Robinson Assassination, using reporting on the killing of Iranian scientist Mohsen Fakhrizadeh as an example.

I based my discussion on a Guardian newspaper article which said:

“The operation was very complex and took place using electronic devices, and no one was present at the scene,” [Ali Shamkhani, secretary for Iran's supreme national security council] told Iranian media ...

A [Fars news agency] report said Fakhrizadeh and his wife were travelling in a bulletproof car along with three vehicles for bodyguards when gunfire hit his car. Fakhrizadeh exited the car to check the damage, the report said, speculating that he may have thought he had hit something.

“At this moment, from a Nissan car that was stopped 150 metres away from the martyr’s car, several shots were fired at the martyr from an automatic remote-controlled machine gun,” the [Fars] report said, adding that one bullet hit his back.

“Moments later, the same stopped Nissan exploded,” it said, adding that the owner of the car, which it did not identify, had left the country a month ago. It said the weapons may have been controlled by satellite.

The Iranian state-owned broadcaster Press TV cited unidentified “informed sources” as saying remnants from the attack showed Israeli arms had been used to kill Fakhrizadeh.

Turns out, some of this was a load of old hooey.

I’ve been listening to The Rest Is Classified podcast, part of the Goalhanger family of podcasts, and I highly recommend it to anyone interested in spycraft. Night’s Black Agents players and Directors should binge this, but their recent MKUltra discussion will interest Delta Green folks too.

From the Classified discussion, I discovered a few interesting facts.  

Among them:

  • Fakhrizadeh was not driving a bulletproof car. He was in his own car which was, in fact, the Nissan mentioned in the article. It wasn’t protected in any way; it was a bog-standard, run-of-the-mill, please-shoot-me-full-of-holes Nissan.
  • Fakhrizadeh did not get out of the car. He was shot while driving, and fell out of the car, possibly trying to take cover. At that point he was seriously injured but not dead; the killing shots came directly afterward.
  • The explosion that destroyed the Israeli vehicle, which was intended to destroy all the evidence, didn’t work as intended. The machine gun survived more or less intact, or at least intact enough to be identified as a Belgian FN MAG general purpose machine gun – an old warhorse. That puppy’s been around, in one form or another, since the late 1950s.
  • The Heath Robinson machinery was smuggled in over a lengthy period, probably by people who didn’t know what they were carrying. Classified alleges that several people had been charged with smuggling in relation to this attack. 

Officially, nobody knows who did it, though judging by the comments made on Classified there doesn’t seem to be much doubt as to who did what to whom.

Honestly? A lot of this reminded me of the preamble in the Forsythe novel The Day of the Jackal, which describes an attempt on the life of General de Gaulle. Particularly the description of the kill point, with one car out in advance spying on approaching vehicles to see if Fakhrizadeh was coming, while the kill team lies in wait further down the road. 

The de Gaulle shooting was the Petit-Clamart attack of 22 August 1962, where the Organisation armée secrète (OAS) signaler was supposed to give the alert by waving a newspaper. At which point the gunmen further down the road were to take action. However, the whole thing went wrong when fading daylight made seeing the newspaper difficult. This delayed the shooting by a vital few seconds, allowing de Gaulle’s vehicle to slip past – though not unscathed.


It turns out, if Classified is to be believed, that the Fakhrizadeh shooting nearly came undone thanks to a similar problem, though this time it was distance, not fading light, that proved problematic. Thanks to the distance between the shooter and the kill site, the remote shooter faced a time lag of a few fractions of a second between the signal to shoot and the shot itself, which in turn affected accuracy. AI had to be used to solve the computational problem, allowing the instruction and the shot to happen simultaneously.

Still, consider: Petit-Clamart involved at least 12 people on the day, not including support staff and sympathizers, of whom 15 total were arrested. This includes the leader Jean-Marie Bastien-Thiry, who was the only one whose sentence of death was carried out. This was a devastating blow to the OAS, which didn't survive past 1963.

This is a significant difference from the Fakhrizadeh killing. In that attack, there were no operatives on the ground, either at the spotter car or the shooter. The whole thing was done remotely. We don't even know who was at the trigger, who the spotters were.

However, to my mind the biggest difference by far between the two assassinations was that de Gaulle was driven by a professional, Gendarme Francis Marroux, whose skills made the difference on the day. Fakhrizadeh insisted on driving himself. That may have been a fatal mistake.  

So! Some of my comments in the previous article are comprehensively disproved. Though I did rely rather too much on one source, which was my error. Turns out the source was talking out of his hat. 

Does any of this change the game advice I gave concerning Heath Robinson Assassination, Distance Shooter and Difficulty assessment? Not really. The advice stands. 

However, since we're here:

Uncover the Shooter

An important target (eg. Edom Duke) has been assassinated, by someone using a specially built, remote-targeted rifle. The target's organization is in an uproar, and the agents are brought in to find out who it was that carried out the attack.

For complete success, the agents need to discover both the organization that sponsored the attack, and the shooter. Partial success means uncovering the organization, but not the shooter. 

The assassination took place in public in a major European public place (eg. on the steps of Westminster Abbey, or in St. Mark's Square, Venice) and was witnessed by several people, including the target's bodyguards. An explosion took place seconds later which eliminated much of the evidence. 

Tradecraft indicates there are perhaps half-a-dozen freelancers, world-wide, capable of carrying out the attack, all of them Wire Rats. Assuming, of course, that the attack was carried out by a freelancer.

Military Science identifies the type of rifle used, despite the explosion. It's a Russian SVD which, in combination with the Tradecraft clue, narrows down the suspect list to two, assuming it's a freelancer. Most Wire Rats would use different tech.

Notice or Forensic Pathology indicates that the target was chemically dosed with an agent that created what amounts to a glowing bullseye, invisible to the human eye, to assist targeting. Occult knows that the substance used to create this target is an alchemical substance favored by some Russian Satanic groups. This narrows the freelancer list to one.

It was:

Option One: CIA. The killing was orchestrated by Find Forever, who mimicked the kill style of a particular Russian asset to throw shade on the Litsky Brava Russian criminal group. Find Forever is playing a Yojimbo Option; it wants the targeted side to start fighting with the Litsky Brava, at which point Find Forever will offer its services against the Russian threat.

Option Two: Alraune/Unternehmen Braun The killing was orchestrated by a German-based group, either the German vampire program or the deathless Alraune, and whoever it was used an old Rote Armee Fraktion asset to do it. The Red Army shooter has been around since the 1960s but is forever updating their methods; back in the day, its codename was Trapdoor Spider. The killing was an attempt to remove what the targeting organization sees as a nuisance. 

Option Three: Edom. The killing was orchestrated by Britain's vampire program, to take out an important Conspiracy target - though the agents may not know that the target was, secretly or otherwise, in the Conspiracy's pay. Edom hired an outsider to pull off the hit as it didn't want anything left behind that might allow the target's organization to work out who did it. The shooter is a former Turkish asset who wants enough money to retire, and who doesn't realize that Edom's bank accounts aren't as bottomless as they've been led to believe. This lack of funding may tempt the Wire Rat to betray his paymasters, at a crucial juncture.

That's it from me! Enjoy.

Sunday, 20 April 2025

RPG All (NBA) - Plot Blocks & Pacing

 


Deutschland 89 Trailer via Sundance

I just finished the final episode, End of History.

My God.

OK, I've mentioned Deutschland 83 before, and recommended it. I waited till I could get hold of the blu-ray sets before seeing the rest of the series. Now I'm recommending the entire series, without caveat or cavil. It is by far the best espionage story I have ever seen, from the very first moment to the last.

But! It made me realize something very important about pacing.

See, this is a remarkably fast-paced series. It runs entirely on plot from start to finish and never wastes a shot, or a scene. This is all meat, all the time. There's never a moment when you feel bored, or think that things are going too long, or wish that the characters would just shut up and get on with business. 

Yet there's plenty of character development. You never feel as if you don't know these people, don't know what makes them tick. There's no exposition, no 'you remember that time in season one when we did the thing?' Nothing wasted. 

[There are some brilliant characters, by the way. Gary Banks? A villain's villain. Annett Schneider? Ice Queen. Nina Rudow? Stone Cold Killer. Steal these for your game. You will not regret it.]

So, what was the important thing about pacing?

Combat. Combat kills pacing.

Probably also Chases. 

See, there's combat and chases in Deutschland, but they're used sparingly. If this were, say, Justified, there'd be at least one gunfight and one chase scene per episode, probably more than one. There would be showdowns prior to those gunfights and chase scenes, moments where Our Hero is allowed to quip a bit, hogging the spotlight before the big finish.

In Deutschland, whichever series, while there are gunfights and fistfights they don't crop up once an episode, necessarily. Chase scenes too, but not every episode.

This means two things.

First: when those scenes do show up, they have impact. It's never certain who will win or who will lose. Nobody quips (praise be!). This means that, whenever they happen, you, the viewer, are on the edge of your seat.

Second, it means you, the viewer, don't waste time with unnecessary moments when Plot could be happening.

Think about it. You've probably seen any number of YouTube wafflers bibble on about Combat In D&D Sucks! This is How To Run Combat! Improve The Size Of Your Quarterstaff With These Combat Tricks! So on, and on, and on.

None of them ever ask the question, Do You Need This Combat Scene?

They all assume you need it.

Do you, though? Really? Because every combat and chase scene, however Thrilling it may seem at the time, is perhaps half an hour or more of game time that you will not get back. Combat diverts attention from plot. The crunchier the setting, the more time the combat scene will take up, which means less plot. 

This is even more the case if we're talking about a TV episode, like Deutschland, where the runtime is maybe 50 minutes. If you kill 5 or 10 minutes in combat and chases, that leaves you only 40 minutes for the rest of it. Probably less than that, when you realize that every one of those fast-paced action scenes will want a downbeat moment directly after, when the characters lick their wounds and the audience recovers from the events on screen. Do that kind of thing too often and you'll only have 30 minutes for the actual episode.

Or in your gaming session, when you have perhaps 2 hours at best, accounting for late arrivals and pizza interludes. Can you really afford to kill off even 20 minutes of that 2 hours dealing with an orc in a 10x10 room, guarding a chest?

Put it this way. Everyone remembers that moment when they faced down Dracula, or some other Big Bad that they've been chasing for however many episodes. Nobody remembers Mook #3 in that place with the thing. But Mook #3 in the place with the thing took up the same 20-40 minutes game time that the Dracula moment did. Possibly longer, depending on circumstances. 

Does that seem reasonable to you?

With that in mind, consider this Dicta:

1. Never have a meaningless combat moment if you can avoid it. All combats should be, or aspire to be, Thrilling.

2. In situations where a combat with minor foes, ie. mooks, is an option, make that combat Thrilling by introducing elements that raise the stakes. Is there a bomb that will go off if the combat doesn't end quickly? An abduction that will take place if the agents don't intervene quickly?

3. Reduce combat scenes to one per episode, or even one every other episode. 

4. Always remember, combat raises stakes. Make sure everyone understands the stakes, and that there will be real loss should the agents lose. 

5. Never let the agents feel that success is guaranteed. Loss is always possible, and there should be consequences for that loss.

6. Where there is combat, make it cinematic as possible, and as quick as possible. 


Deutschland 86

That's it for this week. Enjoy!

PS! I've been working on some DriveThru scenarios, expanding on the Many Mansions concept. I've written one so far, Your Number, Please, and am on the verge of completing a second, When Tides Are Right. Once that's done, I'll start on the third. 

Once all three are written I'll move to art & layout and then publish all three at the same time.

I'll keep you posted!

Sunday, 13 April 2025

Boots - Night's Black Agents

Putin noted that Russian societal unity is critical for Russian victory in Ukraine.[2] Putin alluded to the Russian Revolution, noted that Russian society collapsed during the First World War, and urged Russians to maintain support and unity as the war continues. Putin stated that Russia "will not give up" its "own" territory in future peace negotiations — likely referring to illegally annexed territory in occupied Ukraine.[3] The Kremlin launched the Defenders of the Fatherland State Fund in April 2023 to oversee social support for veterans, elevate veterans within Russian society, and monopolize control over veterans activities in Russia. 

Seven—six—eleven—five—nine-an'-twenty mile to-day 

Four—eleven—seventeen—thirty-two the day before -- 

(Boots—boots—boots—boots—movin' up and down again!) 

There's no discharge in the war! 

Kipling, Boots.

There’s an interesting narrative percolating about Russia and Ukraine, which goes like this: Putin’s at a point where he cannot afford peace because, if there’s a ceasefire, the troops come home. With all their military skills, their anger, and their stories about life on the front.  

This is a narrative that pokes its head up every time there’s a significant military action, no matter who’s at war or what they fought for. The soldiers come home. They can’t handle peace. They don’t like the government. They know how to take direct action; direct action is all they’re fit for. 

After the Great War British misfits came home to farm chickens, because they couldn’t stand being cooped up in an office building, liked to work outdoors, and were attracted to rural life. You see this plotline pop up in Dorothy Sayers and Agatha Christie.  

Christie uses the war and its disruption as a background for her soft-edged detectives Tommy and Tuppence, both of whom served in the war. Sayers uses the war as a background for her detective Lord Peter, but she also uses it to good effect in her detective story The Bellona Club, where the action is set in a member's club for military men, should you wish to steal it for Bookhounds or Trail

Meanwhile in modern drama, Peaky Blinders makes much of Tommy Shelby’s time at the front, how it made him the criminal genius he is today.  

There was a time when the villain of choice for an American thriller was an ex-Vietnam vet looking for a little action. Whether it’s something like First Blood or Taxi Driver, where the psychological damage comes out in misanthropic physical action, or something more direct like Dead Presidents, if you went to Vietnam you were one bad day away from being Public Enemy Number One.

Dead Presidents trailer

Really, the only difference in that evolving narrative is the war, and the strength of society to deal with the consequences of that war. It probably hasn’t taken you ten seconds to think of a movie drama with broadly the same text as Dead Presidents, only this time it’s about the Iraq War.    

Even the so-called ‘good’ wars, like World War Two with its Greatest Generation, has its examples. After all it’s that same Greatest Generation that gave us Hell’s Angels, and with it any number of biker rebel narratives.  


The Wild One

Ultimately it comes down to the strength of civil society. A weak civil society can't handle returning soldiers. A strong one can. There will be unrest, some disorder, a few thrilling moments and a shaky narrative, but the society will survive. Changed, probably. Change will come whether asked for or not. There's an argument for saying that returning soldiers accelerate the process, but it is an acceleration not a causation.

Russia has particular concerns. 

The original Revolution was kicked off by troubles on the Western Front. Russia wasn't the only nation that struggled; France and England both worried that slaughter on the battlefield would cause revolution at home. In Germany the Nazis came to power, in part, on the back of this fear that revolution was in the air. Yet it was Russia that fell to revolution, though there's a case to be made that, had Germany somehow lasted longer than it did, England and France would both have endured protracted revolutionary action.

Meanwhile, in modern times, the collapse of the Soviet regime came after the destruction of the Red Army in the Afghan debacle. The Wall came down, Yeltsin went out the door, and with him went the Soviet Union.

Russia’s modern history can be summed up as ‘troops come home, disaster follows.' Which suggests a strong reason for keeping troops in the field, but the problem with that is, no army can stay in the field forever. At some point, all wars end. 

Sometimes they end with an angry army attacking the leadership. That was what scared Putin half to death when Prigozhin took his Wagner mercenaries home. Sometimes they end with reverses on the battlefield or a protracted stalemate that turns into a peace agreement because nobody can force anybody to a different conclusion. That seems to be what might happen in Ukraine. 

In-game, groups like Edom have their own issues with returning soldiers. Specifically, their Jacks of E-Squadron. 

Here we have a group of heavily armed, well-trained troops up to their eyeballs on peculiar substances who go out, do unspeakable things, and come home again. 

Intact in body, perhaps. Longer lived, perhaps; the Seward serum does strange things to a man. But intact in mind? That's debatable.

You'd want to keep an eye on people like that. 

Psych Eval

Social Worker Neela Chaudri (Edom Field Manual) has been tasked with carrying out wellness checks on former E-Squadron personnel, of which there are perhaps a dozen, all-told. Rotated out, retired, living the civilian life. 

Some of them date back to the Second World War and aren't in the best of health. Most are 1970s-80s recruits, one is a 1990s man with artificial legs. All of them are psychologically scarred by their time in the trenches. 

Edom picked Chaudri for this job because she's already got the clearances, thanks to her work with Chain Home Deep. She just doesn't know it. Edom didn't care whether or not this overloaded Chaudri or caused her any problems. From Edom's perspective, the fewer people with their eyes on Edom's business, the better, and Chaudri is already a known face.

The problem with this darn fine scheme is, just as with Chain Home Deep, nobody at Edom is paying close attention to Chaudri's reports. After all, why should they? The point was to get a report, not to read the damn thing. Let alone take action based on that report.

Pity. Because, if someone did read them, they might notice disturbing similarities between the experiences endured by some of Chain Home Deep's crew and the veterans of E-Squadron. Particularly in the dreams they experience ...

Option One: A 70's Kid: The trooper, David Allenby, served during the time of the Mole Hunt and was there at the death, when the mole was run to ground. Allenby suffered a traumatic encounter with several SBAs in the final months of the Hunt and this left him with scars both mental and physical. However, it also left him a peculiar gift: he can spot Renfields. It takes him maybe 30 seconds, and his success rate is 100%. The thing is, he's convinced there's a Renfield near him now. At all times. Who can it be?

Option Two: A 40's Veteran:  This might be Van Sloan. It's certainly someone of similar vintage, who was there during Edom's assault on Schloss Karnstein. He remembers everything. He goes back there at night, in his dreams. Something is calling him there. Something in his dreams wants to get out. This could be an entry vector to the Carmilla Sanction in the Edom Files, or a postscript dream-sequence to that operation in which one of the entities killed during the assault on the Schloss wants to come back to life and is using the Veteran's mind and body to do it.

Option Three: The 1980's: The trooper, Simon Yellern, went through any number of peculiar operations back in the day but the one that sticks in his mind is the incident in Afghanistan during the Soviet's Operation Curtain. While attempting to extract Yellern and his team were caught up in a Soviet special forces raid against the mujahideen they were working with, and those forces were very special indeed. Yellern was the only survivor from his unit. Thing is, he swears he saw one of those Soviet troopers in England. Chaudri has it down as a nightmare due to carelessness with medication, but Yellern's convinced the man he saw was real - and died during that 1980s raid. Yellern should know. Yellern killed him.

That's it for this week!