Thursday, 26 September 2013

Digital Intrusion (Nights Black Agents)

There are all kinds of techno toys on offer in Night's Black Agents, but - as the NSA has done its best to remind us - communications, electronic or otherwise, are very vulnerable to attack. This can have severe consequences for the Agents, but can also be used by them to good effect. What possibilities are there?

To begin with, telephonic communication is extremely vulnerable. There are several sophisticated gadgets that have been built for the sole purpose of intercepting and tracking phones and their data, but I'm only going to talk about a couple: the Kingfish, and Gossamer.

Kingfish is a small device, easily hidden in a suitcase, that can be operated wirelessly, with a Bluetooth-enabled PC.  According to Ars Technica, Kingfish "does not appear to enable interception of communications; instead, it can covertly gather unique identity codes and show connections between phones and numbers being dialed." It's the perfect device for keeping tabs on those pesky Agents; one call, and you're caught, and each call you make extends the net, until the user knows exactly who you've been talking to, and when. While it does not appear to be able to intercept communications, there are upgrades which may enable that functionality, as well as other upgrades that extend its range and allow it to home in on a selected telephone number. The chief attraction, from the Keeper's perspective, is its relative inexpensiveness compared to similar devices on the market. A price tag of $25,349 puts it well within range of a civilian, or criminal, group.

Gossamer is slightly less expensive, at $19,696. "It sends out a covert signal that tricks phones into handing over their unique codes," says Ars Technica, allowing it to identify users and home in on particular devices of interest. It''s also smaller than Kingfish, being about the size of a clunky walkie talkie. But the real sting in Gossamer's tail is its denial of service attack; it can overwhelm a target, preventing it from receiving or making calls. Ever wondered how you can stop the Agents from making that vital phone call? Wonder no more. 

In game, the Keeper should use devices like these as Electronic Surveillance or Digital Intrusion tools. In the event of a Contest, possession could reduce Difficulty, if the Keeper's feeling generous. Obtaining one should be very difficult; the devices mentioned here are at the cheap end of the spectrum, but more sophisticated systems can run into the hundreds of thousands. 

Of course, there are other ways of getting hold of data. Hacking's been popular ever since WarGames, but what if you lack the skills to do it yourself? Hire someone, of course, and there are plenty of someones out there. Kapersky Lab has been tracking groups like these for some time. Icefog's a tight-knit group that's been attacking government institutions, military contractors, maritime and ship-building groups, telecom operators, satellite operators, industrial and high technology companies and mass media, mainly in Japan and South Korea, since at least 2011. Shanghai-based Comment Crew have been going after US and Canadian targets since 2006. Hidden Lynx, another Chinese crew, has been active since 2009, and has hit targets in 15 regions across the globe. "Given the breadth and number of targets and regions involved, we infer that [Hidden Lynx] is most likely a professional hacker-for-hire operation that is contracted by clients to provide information," Symantec researchers claim. "They steal on demand, whatever their clients are interested in, hence the wide variety and range of targets."

But should you choose to hire mercenaries, there's always a risk you'll get burned. Does a bought hacker stay loyal? Are your own machines free of the organization's malware? If they're willing to sell anyone's data, then they certainly have their hooks in yours; after all, you never know when it will be strategically useful to sell on a former employer's information.

In game, the most likely employer for organizations like these is the Conspiracy, but it's up to the Keeper whether they've been subverted or not. A subverted group is likely to be small - Icefog numbers perhaps 10 in all, but Hidden Lynx has 100 - mainly because it's difficult to keep large groups of highly independent people, like hackers, quiet, without using force or significant economic resources. This is particularly the case with groups like Hidden Lynx and the Comment Crew, which may - or may not - have Chinese government connections.

And then, as this somewhat mournful NBC news blog points out, there are all the usual ways of tracking a person. Cameras read your license plate. Other security cameras dot your path in every major city, tracking your movements on foot. Social media users, and computer users in general, are always being monitored by someone, either for marketing or more sinister purposes. Each swipe of a fob to get you in and out of a building is traceable. Just by reading this blog, you're being watched by someone ... and it almost certainly isn't just me.

But what about email? Surely there are services out there that are uncrackable? Would that it were so, but in the wake of the Snowden affair it's become painfully obvious that there's no such thing as a secure email provider. Snowden's provider Lavabit shut down not long after the NSA story broke. It claimed it would rather not have the data than hand it over to the government. After Lavabit came SilentCircle, a company that had, until that point, offered a secure means of communication. Its CEO, Michael Janke, said he saw "the writing on the wall," and destroyed Silent Circle's servers. The problem was the data: by keeping it on the servers, it was constantly vulnerable to seizure. "It is always better to be safe than sorry," said Janke, "and with your safety we decided that the worst decision is always no decision." SilentCircle also pointed out that, even if the information within the email could somehow be kept secure, the metadata - who sent it, when, and to whom - is always vulnerable. The email protocols demand it, because without it nobody would ever be able to send a message. "Email as we know it with SMTP, POP3, and IMAP cannot be secure," said Janke.

I hope this gave the Keepers out there some useful information! Just remember, in the internet age, someone's always watching ... and you'll never know who. Until it's too late.

Saturday, 21 September 2013

Not Quite Book Review Corner: Firewall (Andy McNab)

It occurred to me, as I read through Night's Black Agents for the umpteenth time, that I had a problem, and my problem was thrillers. I hadn't read enough. Or to be more accurate, the thrillers I read tend to be Anthony Price / Ian Fleming vintage; British, and a little out of date. Determined to update myself, I picked up The Bourne Identity second hand and ploughed through it. Fun stuff, but I hadn't realized how old it was. A 1980s spy fest wasn't updating me. Then I saw Andy McNab's Firewall.

McNab, for those who aren't familiar with his work, is a former soldier and ex-SAS who started writing in the 1990s, and kicked off his Nick Stone series in 1998. I've known who he was for a while - you can't go into a bookstore in the UK without seeing his name on a dustjacket somewhere - but I've not read any of his stuff until now. Nick Stone is his primary protagonist, an SAS turned deniable asset who works all over the globe, for all sorts of odd people. British Intelligence is his primary paymaster -for an insultingly low amount of money, if Firewall is to be believed - but he's willing to take almost any job that pays. In Firewall, the story begins when Stone's hired to kidnap a Russian oligarch, but when things go a bit pear shaped Stone not only sets the oligarch free but ends up working for him instead. Thus begins his escapades in Russia, as he attempts to stop the ROC from getting hold of the West's most sensitive electronic data. Firewall is currently being turned into the movie Echelon, still in production.

It's entertaining. I don't know if I would have picked this up had I not been interested in data mining it for Night's Black Agents, and I'm still not convinced I like McNab's writing style, but I liked it enough to pick up another of his, so I suppose that's a good sign. It's written in what I'm going to call First Person Fucknugget, or FPF for short, and the reason I'm calling it that is I'm firmly convinced that, if Stone ever paused for thought, his brain would explode. I've never read anything quite so much in the present tense; everything's explained from Stone's point of view, as Stone's seeing it, and Stone's constantly moving from point to point to point. It's like reading the adventures of a heavily armed movie camera with legs. It reminded me, oddly enough, of those old Games Workshop Felix and Gotrek novels, where the protagonists exist only to do massive amounts of damage and move on to the next scene.

McNab's thoroughly absorbed the old pulp dicta that, whenever things start to slow down, you should have a man come in the door with a gun, except this time the man's Stone and he's probably got at least two guns and a combat knife. That said, the body count is remarkably low, at least in Firewall. I didn't count, but I think Stone's bag didn't exceed a dozen, all told, not counting miscellaneous Russians who may or may not have died when Stone blew their building up. Felix and Gotrek, by contrast, would have gone through a Skaven army in the time it takes Stone to describe his meeting with his British Intelligence bosses.  

I really liked Stone's fallibility. It didn't strike me until after I'd read it, but Jason Bourne's a bit too perfect. Yes, he has his memory problems, but when he goes into action he doesn't put a foot wrong, even if he does worry himself to death. Stone, by contrast, is a walking disaster. He gets into his latest scrape by screwing up a kidnapping. He reports back to his Intelligence bosses - who don't know he's contracting out on the side - looking for work to pay off his debts, only to be chewed out by his soon-to-be ex boss for the screwups he perpetrated in the last novel. "You trusted the femme fatale, you pillock!" screams the man who's about to be sacked because of what Stone did last time. "Cheery bye," says Stone, and he immediately trusts Firewall's femme fatale, who leads him off on a merry chase. Not only that, but Stone doesn't even get a shag out of it; the support character, the guy with the "I'm going to die tragically, and it's Nick Stone's fault" sign hung around his neck, is the one who gets her into bed. Cue mishap after mishap. Stone scuffles with the American NSA, beats them up because he doesn't know who they are, Stone gets mugged, Stone loses his support character, Stone gets a car from Russian mafia connection, Stone's car is stolen, Stone goes in search of his support character, massive explosions. If ever, as a Keeper, you've wondered how the players will get out of their latest cock-up, read a bit of McNab. There's always a way, if you're willing to get beaten up a bit first.

It's also a fascinating look at what happens in the middle of all this action. There's a tendency, on the Keeper's side, to make everything connected. The guy you meet in scene one will turn up in scene four, that sort of thing. Not so, in McNab's world. People pass through in the blink of an eye, get shot, and vanish, never to be seen again. Most of them don't even have names, or at least not names Stone's prepared to learn. If a civilian's wife gets killed in the kidnapping scene, and the husband's last seen sobbing over the body, that doesn't mean he's going to be an important diplomat who now swears revenge against Stone, as I was half expecting; he's just some random dude who got off the elevator at the wrong moment and walked into a gunfight. That will happen in the real world, but it doesn't often happen in fiction. I think this is where McNab's ex military experience really comes through; not in the technobabble or the action, but in his understanding that, in any action scene, there's going to be chaos, confusion, cock ups and misfires. It happens, and the work of a professional isn't to overcome the opposition, but to overcome the problems that the mission throws up, usually at the worst possible moment.

I'd definitely recommend McNab to anyone wanting to run, or play, Night's Black Agents. I don't say he's brilliant; I say he's useful, and a fun read, particularly if you want a better idea of how a gunfight might play out or what a good chase scene needs. But I'd add the caveat that it only really works if you're running an action-packed game, with mooks aplenty; if you were aiming for something a little more sedate and vicious, like John le CarrĂ©, steer clear. 

Thursday, 12 September 2013

The Cop Shop (Trail of Cthulhu / Night's Black Agents)

At some point the player characters are going to run afoul of the law, even if they are the law. The things they get up to - breaking and entering is often where it starts, but never where it stops - almost guarantees that, at some point, the local plods are going to want to have a quiet word. Or possibly a loud one, depending on the jurisdiction, but in either case you, as Keeper, need to have some idea what to do next.

First, let's set the scene. It doesn't matter what era the game's taking place in, for this purpose, as the scene's broadly the same. The characters have done something blatantly illegal, and evidence remains that might indicate who did it, and how. Moreover there's always the chance that the police know more than they ought about the occult aspects of the campaign, whether it's infested with bloodsuckers, or a mere bubble of fragile humanity lodged in a sea of unthinking chaos. Then what happens, and what ought the characters to do about it?

The Keeper needs to bear in mind that:

  1. The cops don't know everything. Outside of television and Agatha Christie, there really isn't a master detective out there who, having taken only a cursory look at the crime scene, understands exactly how it was done and who did it. To the players, what happened may seem painfully obvious. To the first responders, it's a pool of blood, some expended rounds, and maybe some body parts or a corpse. 
  2. Finding out what happened takes time. Investigating the scene, making drawings or taking photographs, collecting evidence, the canvass, interviews;all these things take hours, days, maybe even months before any kind of resolution is achieved.
  3. There are always other suspects. That cult leader or necromancer the characters put down like a rabid dog undoubtedly had plenty of enemies, and the police are going to go through that list name by name. It only gets more complicated if anything screwy's on the scene, like a burial pit with a dozen or more other dead bodies in it, or physical evidence that suggests the decedent is someone, or thing, completely out of the ordinary.
  4. There are always other cases. To the protagonists, this is the only crime in town, but to the cops this is maybe the third shooting tonight. It could just go cold, as so many cases do, or  something much more urgent - a terror threat, a spectacular burglary - may come up to distract the law.  
That said, if the characters make it easy for them, the cops might be knocking on their door sooner rather than later. Did they leave fingerprints everywhere? Or, worse yet, business cards? Were they seen talking with the decedent shortly before the incident? Did the dead person or crime scene have any kind of record of them, say in an appointments book, CCTV, or a collection of blackmail photographs? Then the characters ought to take care, or they'll find themselves in serious trouble.

But what happens when the police know more than the characters would like them to? Some fantasy novels - Ben Aaronovitch's Peter Grant series, for instance - assume that there are organizations, or people, within the police who understand the spooky stuff, and who can take action against it. What happens then? 

A great deal will depend on the setting. Trail of Cthulhu posits two types of game, Purist, and Pulp. Bookhounds of London further divides into Arabesque, Technicolor, and Sordid. A Pulp or Technicolor game is probably best suited to a campaign setting in which the police have a Peter Grant style organization within it, dedicated to dealing with occult threats and capable of using arcane powers. In that kind of setting the police could be very useful allies, but even more dangerous enemies. If the Occult Sciences secret division of whatever passes for Military Intelligence decides that the player characters know too much, it has all the resources of a vengeful Government to bring to bear on them. At that point the characters had better leave the area as soon as they're able.

A Purist setting allows for more nuance. There probably are policemen who've seen too much; there may even be one or two who've begun putting the pieces together. But those are lone wolves, disbelieved - even mocked - by their fellow officers. Promotion doesn't come easily to them. In some situations - an Arabesque campaign, for instance - these policemen may have other resources to bring to bear. Imagine a setting in which the constable who always seemed to have that certain something about him, is actually a Knight of the City, protected by London itself; though he, oblivious, may not realize it, the City is helping him each day, keeping him from harm, helping him in his work. Or one in which, being a seventh son of a seventh son, he has the gift of second sight.

Sordid has its own complications. There may be police who know a little about the occult, or even the Mythos, but nothing's free in a Sordid world, and everyone's on the take. Expecting someone like that to be a faithful ally is expecting far too much. On the other hand, a cop with that kind of knowledge may throw their weight around, leaning on the characters when they need to, even blackmailing them if the opportunity arises. 

Night's Black Agents is a different situation. In those games, the police exist mainly as roadblocks or barriers, to be thrown in whenever Heat gets a little too much for the characters. Exciting chase scenes can be had, maybe even a gun battle or two, but the characters generally aren't expected to do much interacting with the local law on a face-to-face basis, particularly since the agents probably aren't going to be in one place long enough. Athens tonight, Paris tomorrow, and if they happen to leave two bodies behind in their travels, they're too far away from the scene to care.

In those situations, it may be worth the Keeper making a note of where the characters have been, in case they go back. Say they made a mess in Athens, went to Paris, had several more adventures, and then, after the Athens debacle has long since faded in the players' memories, they go back to Greece - Heraklion, why not - for another piece of the puzzle. The characters may have forgotten, but the Greek police won't, and old sins may come back to haunt the agents. Sure, they've changed covers since then, but it only takes one careless moment for Heat to suddenly skyrocket, as the cops realize the doofus they caught taking photographs of a military base is actually the same person involved in multiple homicides a year ago. 

Saturday, 17 August 2013

Not Quite Review Corner: Plants vs Zombies 2: It's About Time

OK, the traditional round of disclaimers. Though I do write for the Escapist, this review has nothing to do with that publication; it's entirely my own doing. Second, I'm reviewing this title having only completed the first of its three levels, the Ancient Egyptian segment. I'll explain why in a minute.

Plants vs Zombies 2 is the sequel to PopCap's Plants vs Zombies, an enchanting tower defense game designed by George Fan. Sometimes that simply means 'this dude was more or less in charge, way to go', but this time around it means 'this title was his very own baby, and it shows.' Way back in the mists of time, EA acquired PopCap, announced a sequel to Plants vs Zombies, and fired George Fan. What could be expected from that sequel?

Not much.

Art design is broadly the same as before. There are some minor tweaks to reflect the plot - Crazy Dave has gone back in time looking for his taco, and you now have to fight through Ancient Egypt, the Age of Piracy and the Wild West to get to it - but if you played the first, you'll recognize the second. In fact some of the tweaks make it not so much fun; the spud mines used to explode in a spray of thick cut chips, and now they don't, the walnuts used to cry as they were being munched on, and now they don't. Little tweaks like that don't sound like much, but taken as a whole they tend to detract from the experience because they remind you that the original design aesthetic has been compromised. The night and water levels appear to have been removed, so now it's a straight tower defense with no terrain variables, but - as I haven't played through the whole title - I can't be sure of that.

Game play hasn't changed much. There are new plants - the Bonk Choy with its fists of fury, and the Bloomerang's three-hit ranged attack are the two you'll meet in Ancient Egypt - and new zombies, but the basic plants and zombies are what you'll be seeing most of the time. Plant your allies, make sure the zombies don't get through your defenses to munch your brains, and you're golden. Fans of the first won't have any trouble recognizing the pattern, and there is a handy tutorial for the new players. There have been some attempts to add extra stuff, with Plant Food that boosts your plants' abilities and power ups that let you zap the screen, but neither really impact the game that much. Plant Food is easy to come by and most of the time you won't need it. Power Ups might be more useful, but you have to buy those with coins from the store.

Which leads me to the main event, and why I probably won't play this title to completion. This is a freemium game, and that means microtransactions. In some games, that isn't a major hurdle to leap. In this one? Oy.

You soon find out just how free this freemium title is. First it reminds you - every chance it gets - that you can buy more stuff from the store. Want the Jalapeno? It's on sale! Remember, the Bundle Pack can be yours, for a mere ... blah blah blah, buy our stuff. It doesn't even stop with in-game items. The story has a link to T-shirts, cups, plushies, the whole merch enchilada. I don't think I've been playing this more than about five hours, and I've been reminded at least six times that the store has something to sell me. But there's more ...

To progress further in the game, you need two things: stars, and keys. You need 15 stars to get to the Pirate level. At the moment, I have 4. Now, I could play through all the other levels and earn stars. Several new levels have popped up, offering 3 stars each. Great, except you can't earn three stars in one play session. You earn one star per session, which means I'm going to have to play 11 more times to have enough stars to get to the pirate level. Guess what else I could do to get there faster. Go on, guess. It starts with micro and rhymes with youjustwantmygoddamnmoney. Oh, and those keys: you find them every so often throughout the zone, and they unlock special areas with new plants and other fun stuff. I think I need about 13 or so to get through all the doors. I currently have 1, and they drop very infrequently. Or, I could just go ahead and buy some with real money. Y'know, from the store. There's that link over there. It has a shopping cart logo. You can't miss it.

I have no quarrel with companies wanting to make money. That's more than reasonable, but I object to being treated like a wallet on legs, and that's how it feels right now. I can't move five feet in the game without being reminded that there's stuff to buy. I can't progress without fighting through tedious level after tedious level ... not unless I'm prepared to pay. This isn't just killing the golden goose. It's processing the goose's carcass and turning it into cat food. 

Verdict: game play is fun enough, and fans will find a lot to enjoy, even if the best parts are the old parts in new clothing. The new elements add little to the experience, but at least they don't ruin what was already there. However you need a really strong tolerance for microtransactions to play this title. Either that, or a bottomless wallet. Don't expect to enjoy yourself unless you can ignore, or tolerate, the game's attempts to rake as much cash out of you as it can.

Saturday, 27 July 2013

It's Been Crazy

What with stuff happening at the Dramatic Society, and my other writing work, I've been busy busy busy. However to keep you folks updated: edits have finished on three Pelgrane projects. One of those is the Great War anthology, which should be out sometime soon, another is a Spanish Civil War project - of which more later - while the third is something I may not be able to talk about, but is also Trail. So if you're looking forward to more of that kind of thing from me, your luck's in!

Which is as much as to say, things being a little easier now, I shall be posting more regularly here. Soon, in fact ... watch this space!

Saturday, 18 May 2013

Bookhounds of London: The House Sale

A man died to bring you this blog post. His name was Ralph.

I never really knew him, though I probably met him at some point, as he was a friend of the family. He had a very nice old house with water views, the sort of well-built 1930s design that stands up very well to the test of time, unlike many modern builds. Like most of us, he filled his house with stuff, things that his family neither wanted or needed but had to get rid of, if they were to sell the place or live in it themselves. The word went out: house sale! Time to get some bargains!

Living on an island, you get very used to the concept of trawling round leaving sales and the like, looking for a good deal. If you buy new, you're paying the importer's premium - often a very high mark-up - for the kind of cheap(ish) tat that, you know in your heart, you could pick up for half the price in any larger, more well-stocked market. A house sale, particularly one like Ralph's, is a good way of buying quality stuff at knock-down rates. On the other hand, from the seller's point of view, you just want rid of all that junk as quickly as possible, and what a load of tat it often is! Dog-eared cookery books and old algebra texts used by young Ralph, aged 15, still gathering dust all these decades later. Sofas and chairs, rotten with age, that wanted new covers and restuffing ten years ago and now need putting out of their misery. Chipped novelty jugs from a long-forgotten vacation, bedside tables, prints probably worth more for the frame than the content, and pretty much every other tchatchke you can imagine, plus more besides.

For those thinking this sort of thing is unique to my situation, I can assure you it isn't, and I have proof from an expert authority: J.R.R. Tolkein. Mild Hobbit spoilers ahoy!

And so they crossed the bridge and passed the mill by the river and came right back to Bilbo's own door.

"Bless me! What's going on?" he cried. There was a great commotion, and people of all sorts, respectable and unrespectable, were thick round the door, and many were going in and out - not even wiping their feet, as Bilbo noticed with annoyance.

If he was surprised, they were more surprised still. He had arrived back in the middle of an auction! There was a large notice in black and red hung on the gate, stating that on June the Twenty-second Messrs. Grubb, Grubb and Burrowes would sell by auction the effects of the late Bilbo Baggins Esquire, of Bag-End, Underhill, Hobbiton. Sale to commence at ten o'clock sharp. It was now nearly lunchtime, and most of the things had already been sold, for various prices from next to nothing to old songs (as is not unusual at auctions). Bilbo's cousins the Sackville-Bagginses were, in fact, busy measuring his rooms to see if their own furniture would fit. In short, Bilbo was 'Presumed Dead,' and not everybody that said so was sorry to find the presumption wrong.

Which just goes to show that Tolkein must have been to one or two auctions in his time. The pattern remains broadly the same today. As with any sale, those who get there first get the good stuff, and many of those present aren't there to buy at all, but to poke their noses round the place and gather - or spread - good gossip. Prices are uniformly low, even for the so-called valuable items, because the priority is to get the stuff out the door and the higher the price, the more likely it is it will go unsold. Particularly in a family sale you will often find the family on site, more or less melancholy, depending on the situation. It's worth bearing in mind, as many of you may know from personal experience, that these situations seldom bring out the best in people. The potential for reawakening old quarrels is very high, and it is not uncommon to find cousins squabbling in the parlor or spouses in tears because they've been denied the whatever-it-may-have-been that their hearts had been set on. And that's just the family; the bargain hunters can easily spark off their own to-do, over some forgettable bit of rubbish that they wouldn't look twice at if it wasn't on sale.

From a Bookhounds of London perspective, this situation is a potential gold mine for the Keeper. Some points you might want to bear in mind:

First, remember that the objective, from the seller's perspective, is to clear the house. That means everything, from curtains to carpets, has a price tag. The protagonists may only be interested in books, but that doesn't mean everyone else there is. Depending on the scale of the sale, there may be scores of people crowding round, or just a few neighbors and family members. This is a time for Interpersonal Abilities to shine. Gathering information can be as important as getting hold of that valuable first edition, particularly if the protagonists want to know where all the really good stuff is, or went.

Second, the protagonists will need to dig if they really want to find anything. The seller certainly won't have done anything more than some very basic organizing. A lot of items may have been left exactly where they were found, particularly the furniture and heavy stuff. Other, smaller pieces will have been taken out and put on display, so the kitchen counter - for example - is bound to be covered with pots, knives, china, and everything else that, until the sale, rested quietly in a kitchen drawer. Bulk items, like the books, may have been gathered up into boxes and will be sold by box. Or perhaps not; they might still be on a shelf somewhere. If you want to find something interesting, you need to search the whole house.

The protagonists should be aware that what they buy may not be all they take away. We found, quite by accident. Ralph's wallet in a drawer of a side table we took away, complete with credit cards. One of the books I picked up has all sorts of old newspaper clippings and other ephemera tucked between its leaves. Look at your own house, or apartment, and imagine what's hidden in some bag, or box, or drawer. Anything could turn up anywhere, and while most of it is undoubtedly not worth the trouble of collection - sorry to say it, but it's true, and no less true of my stuff than it is of yours - every so often a gem will surface. The people running the auction will go through the collection looking for that sort of thing but, particularly in a large sale, they can't be expected to find it all.

The protagonists should remember that not everything has to be in their specialty in order to be valuable to them. Back in 2012 I wrote about Orwell's Bookshop, and it's worth referring to again now. Remember what he said about his lending library:  

Probably our library subscribers were a fair cross-section of London's reading public. It is therefore worth noting that of all the authors in our library the one who ‘went out’ the best was — Priestley? Hemingway? Walpole? Wodehouse? No, Ethel M. Dell, with Warwick Deeping a good second and Jeffrey Farnol, I should say, third. Dell's novels, of course, are read solely by women, but by women of all kinds and ages and not, as one might expect, merely by wistful spinsters and the fat wives of tobacconists. It is not true that men don't read novels, but it is true that there are whole branches of fiction that they avoid. Roughly speaking, what one might call the average novel — the ordinary, good-bad, Galsworthy-and-water stuff which is the norm of the English novel — seems to exist only for women. Men read either the novels it is possible to respect, or detective stories. But their consumption of detective stories is terrific.         

Bear in mind, the protagonists are in business to make money. They might live for the day they finally discover the grimoire of their dreams, sell it, and retire to some blissful Pacific atoll on the proceeds; but in the meantime, they need to pay bills, and that means supplying what the customers want. Moreover I don't doubt for a minute that the buying public's consumption patterns have remained unchanged since Orwell's day. The Ethel M. Dells of this world still make a pretty good living, and while the critics may adore a literary phenomenon, that doesn't mean the phenomenon's books fly off the shelves. Finding a collection of some romance author's works can be a good way of keeping the shop afloat, and a useful reward for a protagonist determined to put the effort in to find it.

But what kind of property has a house sale? Broadly speaking, it's a middle class occupation, but that's a very all-inclusive term. A governess who spent all her life looking after other people's children, and who retired to a little cottage or flat, is as much middle class as the stockbroker who earned a very good living in the City and who owned a country house, even though each would have understood the subtle differences in their own social station. The smaller sales won't attract as much attention as the larger ones, of course, but that doesn't mean they're not worth paying any attention to. After all, governesses spend a lot of time in other people's houses, and often pick up things given them by their more well-to-do employers.

Not every house sale is, by definition, an auction, as not every decedent is a Bilbo. There are very many businesses that make their living out of going through a place and carting away the rubbish. Enterprising Bookhounds ought to be on very good terms with people in that line of work, but it's also worth their time poking through the items that don't get collected. You hear, every so often, about the incredibly valuable painting or other antique found in the skip after the house clearers have been. That could as easily be your players, if they're sharp about it.

Is this limited to Bookhounds of London? Not necessarily, though for obvious reasons it's most applicable to them. There's scope for Night's Black Agents, for example, in a house sale, but protagonists in that sort of game are probably going to be involved in more high-end auctions. There's limited interest in a James Bond type poking his nose in some granny's bloomer drawer, seeking bargains. Yet clearances aren't limited to grannies and the like; government archives are often throwing away valuable stuff, sometimes by accident. Or perhaps it's kept well beyond its sell-by. It's well known in London, for example, to those interested in such things, that lurking underground in forgotten tube stations and bomb shelters, there are still old records dating back to the war. The government had all kinds of blitz-proof hiding places and offices scattered over the city, and when the war ended, often the shelters and storage facilities were locked up and forgotten about. Imagine an old Nazi bunker in Berlin, not touched since the war, suddenly rediscovered during building works. Or imagine the sudden interest there might be in, say, hard drives from Russian computers, sold on by enterprising bandits or ex-internal security people, if people realized what kind of data was stored on them. That sort of thing can happen in many different circumstances; there's been interest, recently, in Silicon Knights' sale of office supplies and computers to Precursor Games, and Silicon had to prove that the hard drives were wiped before sale, as part of its dispute resolution with Epic Games. Tech companies go under all the time, and only those with the appropriate Abilities will be able to work out where all their - potentially valuable - stuff went. Or say an old Cold Warrior with unusual connections cashes in his chips unexpectedly. There's bound to be an interest in his belongings, and the only question is, can the protagonists beat all the other interested parties to the punch? 

This is intended as food for thought for the Keeper. There's plenty of mileage to be had from a house sale, whether as a one-off event or as the kicker for a more in-depth series of scenarios. Just bear in mind, someone's treasure is another person's trifle ... unless it turns out, as happened with Ralph's wallet, that trifles hide treasures after all. 

 

Saturday, 11 May 2013

Not-Quite-Review Corner: Sid Meier's Ace Patrol

This is a review of 2K Games' iOS free-to-play turn based strategy title, Sid Meier's Ace Patrol, a Great War air combat game. First, a disclaimer: although I write for the Escapist - in fact, I wrote this news post about the game - this review has nothing to do with the Escapist. It's completely my own thing. I'm drawn to this game in particular because I wrote this RPG scenario for Pelgrane and, as luck would have it, was tweaking the air combat rules not so long ago for the collected Great War Trail of Cthulhu setting.

Sid Meier is someone you should all have heard of by now, but on the off-chance you haven't, he's the guiding mind behind the Civilization game franchise, the man who took us to the stars in Alpha Centurai, the man who made Pirates! - also out for iPad, incidentally - and a host of other strategy titles. This latest effort fits right in with Meier's strategy aesthetic, being easy enough to get to grips with, but tricky enough to test your brain. It boasts 120 different scenarios and asynchronous multiplayer, all set in the hostile skies above the Western Front. You play as one of four nationalities - French. British, American and German - commanding a squadron of four eager pilots. Your job is to wage a successful campaign against the enemy, which means you need to fight the enemy four times in a series of scenarios, and then fight the concluding battle. Once that's over, the next campaign begins. Best of four campaigns wins the match.

Sounds simple? Well, it is ... except you can't just beat the enemy. You need to prevail while at the same time preserving your squadron. Each time a plane gets too badly damaged, its pilot has to sit out the next one or two missions. If a pilot gets shot down, they're injured for five missions, if this happened on your side of the lines. If this happened on the enemy's side, they're captured, which means they're out for the rest of the campaign, until they get handed over in the Christmas prisoner exchange. Remember, you only have four pilots. Most missions require only two, some insist on one, so you can afford to be a pilot down for a mission or two. But the concluding scenario of the campaign requires all four, so if something's gone very badly wrong and you only have one or two healthy pilots left, you're going to get trounced.

Aesthetically, this is a very pleasing title. Visuals are clean and fit the period very well. The sound and music are (mostly) spot on, though I'm prepared to swear on a stack of Sopwiths that someone borrowed a musical sting from Pirates! It just sounds too familiar. Strategic minds may be reminded of games like Avalon Hill's Knights of the Air, or Wings of War, as this title has a very similar aesthetic. Your pilots start off with the basic maneuvers and bags of optimism, but later on will be pulling off Immelmanns like seasoned professionals. Which is just as well, since their flying coffins are never very sturdy at the best of times. No single scenario takes much longer than ten minutes to play through, before the fallen are scattered across the landscape like crispy pigeons. Moreover the AI knows its business well enough to pose a significant challenge. If one of your pilots manages to get caught in a one-on-one against an AI ace, be prepared for pain, unless your man has as many tricks up his sleeve as the AI does.

Don't expect complete historical fidelity. The aircraft are well designed and in period. The pilots' continual survival is a bit odd; despite being shot down, shot up, set on fire, or imprisoned on the enemy's side of the lines, each lives on to fight another day. I'm torn. I'd almost rather there was permadeath, and have the dead pilot replaced by a rookie. Not only would that be historically valid, it would add a new layer of complexity, particularly late game. The presence of female pilots on the battlefield may upset some purists. The title gives you some customization options - you can change the pilot's name, and add some color trim to the pilot's plane - but ultimately you're stuck with a more or less interchangeable, and unchangeable, smiling face, male or female, to take into battle. Female pilots I don't mind, but I do find it slightly odd that - though there are one or two non-Caucasian faces - there don't seem to be any black pilots. After all, there were at least two black warbirds, one American, one Turkish, who actually fought, one of them on the Western Front. Why not have them in the game?

The 120 different missions boast is a bit of a misnomer. Mathematically, there may be that many, spread across the British, French, American and German campaigns, but in practical terms there are perhaps twelve different mission types in all. The Germans have one less than everyone else, since they have a zeppelin for the Allies to blow up, whereas the Allies don't have anything quite as cool for the Germans to shoot at. Some missions are essentially copycats; there isn't a substantial difference between blowing up a train, and blowing up some trucks. Most of the time you'll be playing through the same handful of missions, with the only difference between one campaign and the next being the relative difficulty of the enemy pilots. You may get bored quickly, given the level of repetition. Multiplayer is, I strongly suspect, where this title expects to enjoy longevity.

Whether or not that appeals to you is down to personal preference, but be warned: you may need to spend some cash. Though the title is technically free-to-play, only the tutorial missions in the British campaign are free; if you want anything else, you'll be spending money. It's $1.99 per campaign, or $0.99 for the rest of the British campaign. If you want your pilots back from hospital or the prison camp soon after they get shot down, that'll be cash on the barrel head, presumably each time you do it. I haven't been mad enough to spend money on that, at least not yet, though I wonder if that might not be the only way to successfully complete the game at its highest difficulty levels. There are also aces for purchase, special pilots who start the game with their own unique abilities, either bought singly or as part of the 'ace pack.' I do not know if the aces are allowed in multiplayer matches, but if they are, I pity the poor sod who goes toe-to-toe with the Germans. The special bonus for von Richtofen is 'inflicts more critical hits' and Immelmann 'starts with one ace maneuver', both of which abilities are ever so slightly savage. Pride of place has to go to Frenchman Rene Fonck's chance of a single-shot kill, though his companion Guynemer's ability is a bit naff, and anyone who spends good money on the American aces wants their head examining. I wouldn't take balloon-buster Luke on a bet, and Rickenbacker's ability to avoid critical hits isn't that wonderful, not when you consider that it's your ability to shoot down other people, not avoid getting shot down yourself, that will ultimately win the match.

Ultimately this title does tick all the necessary boxes: it has clever strategic play, and a compelling just-one-more turn single player campaign. Game play itself is smooth and swift, and while you may be tempted to go in bull-headed at first, it's clever strategy that will win the day. You do need to think one or two moves ahead, and if necessary take a few losses on the chin. It's the campaign that matters, not the skirmish, and it does you no good to win a match only to lose half your squadron doing it. Where it falls down is in its limited mission options, and a fairly aggressive monetization model that seems determined to wring pennies out of the player. It's not as aggressive as it could be; technically you could get by with just the British campaign, at $0.99, thus getting a pretty addictive strategy title for cheapsies. However it's unlikely that most players will stop there, and I've no doubt 2K Games knows it.

Recommended for: strategy nuts, Great War enthusiasts, those who remember the old Avalon Hill games fondly.

Not recommended for: people looking for a 100% authentic Great War experience, people who can't stand microtransactions.