Author Archives: Tim Hall

4th Edition Compliant!

I’ve just finished the player characters for the game I’m scheduled to be running at Gypsycon at Easter. I already had the pregenerated GURPS characters, since I wrote this adventure for last year con, but due to illness (not mine, one of the players), I didn’t get to run it.

But now Steve Jackson Games have gone and released a new version of the GURPS rules. Since the new rules are a big improvement in a number of areas, I plan to use the new 4th ed. rules. Hence I needed some conversion work. The exercise also helped me get to grips with some of the rule changes.

It also demonstrates that point values are not the same between the editions. The original characters were all 125 points, but on a straight conversion, they varied from 135 points (the combat grunt) to 230 (the psi). The other three came out between 160 and 180, so I fixed the point value at 175 and adjusted them accordingly. This means Frenn the combat specialist is now a lot tougher, and Isana the psi has gained some additional disadvantages, including Motion Sickness. I realise that that would have been fun in the adventure I played with those characters two years ago.

I’m looking forward to running this; it will be the first time I’ve GMed anything for something like nine months.

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Difficult Second Album Syndrome

The popular meme is that the second album is the hardest one for a band to make. It’s said that they have umpteen years to write the first one, and then must write the second from scratch in the space of a few months.

I’ve always been sceptical of this meme; looking at most of the great bands in rock history; those who have successful multi-album careers, in almost all cases the second album is stronger than the debut. Compare Led Zeppelin II with their first one, for example.

I think the survival of the meme is a consequence of the media’s and record industry’s habit of over-hyping bands of limited talent. Most of them only have one album’s worth of ideas. Their first album contains not only all they can do, but all they will ever be capable of. Their second merely proves this, and in most cases there’s never a third; the record company drops them, and they all get jobs as accountants.

I have long believed the music press do this on purpose; since they depend on breaking new ‘talent’ rather the writing about established artists who have better things to do that talk to some talentless hack. So they deliberately hype bands they know will have no staying power, and will safely fade away to make way for whoever they hype next week

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The Mars Volta: Frances the Mute

The Mars Volta’s debut, “Deloused in the Comatorium” was one of the most amazing albums I’d heard for years. It somehow managed to combine the raw energy of punk with the complexity of full-blown prog-rock to produce something that completely transcended genre boundaries.

The followup pushes things even further. All the ingredients from “Deloused” are still here; soaring vocals, frenetic instrumental sections, incomprehensible song titles like “Cygnus…Vismund Cygnus” and “Plant a nail in the navel stream”. But they’ve added more; now alongside the machinegun drums and Frippesque guitars we have string sections and mariachi trumpets.

The 75-minute running time is split into just five tracks, with lyrics as strange as anything by Jon Anderson or Pete Sinfield, but an order of magnitude darker; twisted and disturbing, they’re not the things audiences are going to sing along with. But this album’s not really about the lyrics, it’s about the music.

And what music! This disc is far varied that their debut. There’s “The Widow”, at seven minutes the shortest track on the album, strongly bluesy in a way that recall’s Muse’s version of “Feeling Good”. Elsewhere we get fleeting glimpses of the improvisational King Crimsons of the mid 70s and mid 90s, flashes of psychedelic-era Pink Floyd and blasts of anarchic sax and sci-fi noises that recall Hawkwind’s “Space Ritual”. Some might label the lengthy instumental sections of the epic “Cassandra Geminni” as self-indulgent, but I just can’t agree; there’s a hypnotic quality about them, and the quiet bits break up into instrumental anarchy just before the overstay their welcome.

Overall, a superb album, and proof that “Difficult second album syndrome” simply doesn’t happen to great bands.

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Review: GURPS Infinite Worlds

I’m a big fan of alternate histories. The two GURPS Alternate Earths books published a few years back for the old 3rd Edition of GURPS are among my all-time favourite RPG sourcebooks. Still, it rather surprised me when I first heard that Steve Jackson Games had chosen to make this meta-setting the core background for the fourth edition of GURPS 4th Edition of the Generic Universal Roleplaying System. Although the previous AH books were superb pieces of work, Alternative History and Time Travel games have never been hugely successful commercially.

Genius conspiracy theory expert Ken Hite took on the task of taking the existing hard-SF Alt-History of Alternate Earths and adding some of his trademark ‘high weirdness’. Hints over the internet in the preceding months promised the addition of sinister occult conspiracies and terrifying extradimensional Things Mad Was Not Meant To Know (think Lovecraft minus the seafood) and just about everything else. This would give us a game setting which encompasses swashbuckling adventure, hard science fiction, high fantasy or dark horror, or all of these at once.

In the hands of a lesser author, there’s a grave danger than it would turn into a cheesy Abbott and Costello style monster mash. But has Infinite Worlds managed to avoid that fate?

Chapter One, Infinity Unlimited describes the world called Homeline, a world not unlike our own, but a world where a physicist named Paul van Zandt discovered the means of travelling between worlds, and ultimately founded the Infinity Unlimited, a corporation chartered by the United Nations to explore these alternative worlds.

The bulk of the chapter is given over to the Infinity Patrol, a likely employer of player characters. They’re described as a supranational paramilitary agency, under Infinity’s control, dedicated to protecting Homeline, ‘The Secret’, Infinity itself, and the unknowing innocents of other worlds, in roughly that order. ‘The Secret’ is the knowledge of parachronic travel, which must never be revealed to the inhabitants of other timelines! The chapter describes the mission and goals of the Infinity Patrol, their structure, technologies, and something of the physics of dimensional travel. As well as the Patrol, there are other timeline-hopping outfits licenced by Infinity, from the interdimensional White Star Trading, who actually provide Infinity with much of their revenue, Time Tours, who send parties of tourists to relatively ‘safe’ timelines, and the interworld mercenary company Alternative Outcomes.

Chapter Two, Enemies Everywhen describes the principal villains of the setting. It starts with two parallel worldlines that have discovered the secret of parachronic travel.

First is the technocratic and vaguely communistic Centrum, seemingly intent on taking over every parallel world they can get hold of. Their parachronic technology works on similar principles to those of Infinity, albeit with subtle differences. Centrum are not completely evil, but they are totally ruthless and believe the end justifies the means. They tend to operate in the shadows, taking over existing power structures from within rather than using brute force. For a shades-of-grey cloak-and-dagger style of game, they make a worthy adversary for the Infinity Patrol. It’s even possible to make Centrum the good guys, with a darker version of Homeline becoming the villains.

For a far nastier enemy, there’s Nazi-dominated Reich-5. A world where the axis powers won World War II fifty years ago, and an aggressive high-tech Germany and Japan now rule the entire globe, they’ve gained access to a limited number of other worldlines with the aid of Aryan occult mysticism and some psionic bio-tech that’s unpleasant enough to warrant being called black magic. Now they’re slowly spreading their reign of terror across other worlds. Unlike Centrum, they don’t go for subtlety when brute force will do the job, and have no qualms over unleashing high-tech firepower on the inhabitants of primitive worlds. The only thing slowing them down is that their form of dimensional travel won’t let them move a great deal of heavy equipment from world to world, so their offworld stormtroopers tend to be relatively lightly armed and equipped. They’re the foe for games when you want an old-fashioned morally unambiguous Good versus Evil slugfest.

Then there’s The Cabal, a world-spanning alliance of enigmatic entities such as immortal sorcerors, vampires and other assorted supernatural beings. The Cabal make an opponent for a game focussing more on horror or dark fantasy. Finally Homeline has villains of it’s own, from corrupt corporations to organised crime syndicates extending their tentacles beyond one Earth.

And I haven’t even mentioned the parachronozoids or the reality quakes yet.

Next, Present at the Creation is a toolbox for creating your own parallel worlds. It gives a lot of advice on creating plausible histories. First it describes the various kinds of infinite worlds; from Echoes (copies of homeline at an earlier point in time), close parallels (like Homeline but with a few minor social or cultural changes), further parallels (with major changes in history), high inertia parallels (changes in history centuries or millennia ago, but which still retain recognisable cultures), and myth parallels (those that resemble mythologies, or even popular fantasy fictions). I personally find the last of those rather silly, and won’t use them in any Infinite World games I ever run! Your mileage my vary, of course.

It contains a random world generation system, in which you roll in turn on tables determining technology, number and type of major civilisations, and the government structures of each. To test this, I came up with a world of modern-day technology, dominated by a caste-based West African empire, and a bipolar Japanese/Chinese civilisation, comprised of a dictatorship and an oligarchy.

Worlds Enough gives a couple of dozen ready made parallel worlds; each described in a couple of pages. Many of these are old favourites from the two Alternate Earth books. Examples are the improbably Aztec-dominated Ezcalli, the steam-powered Roman Empire of Roma Aeterna, the futuristic high-tech Moslem-dominated Caliph where the industrial revolution took place in 10th-century Arabia. These brief descriptions don’t replace the two AE books, to which GMs wanting further information are referred. Alongside these we have plenty of all-new worlds, including Bonaparte-1, the post-Napoleonic cyberpunk one I remember Ken Hite discussing at Gen Con UK a few years back.

Slowly drained and ossified, the French Empire has become a globe-spanning banana republic. The secret police is in bed with the Union Corse, the computer network links to nothing but government propaganda and posturing student movements, and the maglev trains never run on time

Chapter Five covers the related genre of time travel rather than dimension-hopping. It’s made up largely of material reprinted from GURPS Time Travel, and feels somewhat out-of-place in the book since nothing much in this chapter can really be used in a game focussing on Centrum vs. Infinity vs. Reich 5. (The boxed text “Infinite can of worms” states this explicitly!) I feel the 19 pages it takes up would better have been spent on some additional timelines or dimension-hopping enemies.

Chapter six, Infinite Characters unsurprisingly covers character generation, with some notes on the use of skills and abilities, and a whole load of GURPS Character templates. These templates cover likely PCs, such as I-cops, White Star Traders and Alternative Outcomes mercenaries, along with some stock villains such as Centrum Agents and Reich-5 Raven Division stormtroopers. This is something I’d really like to have seen in the original GURPS Time Travel.

Chapter Seven covers campaigns, and gives a lot of useful advice to running dimension-hopping games, with notes on power levels, campaign modes and genres.

Chapter Eight is a bit like chapter five; again it’s material reprinted from Time Travel, and covers three alternative campaign frames; the psionic time travelling “Order of the Hourglass”, the gentleman’s club-cum-dimensional nexus “The Horatio Club”, and the SF time travel setting “The Time Corps”. The Time Corps is a good time-travel setting, but again it’s pretty much useless for the cross-parallel setting that takes up the rest of the book.

Finally, like all good GURPS books, there’s several pages of bibliography.

Overall, this is great piece of work which doesn’t disappoint. Not quite perfect; the time travel stuff feels tacked on and should have been saved for another book. But the good bits more than make up this; It’s good to see Infinity fleshed out, the extra alternate worlds are well thought-out, and the timeline building system is an excellent game-within-a-game. Infinite Adventures await!

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Hornby Trains: Intellectual Property Pirates

And our friend Electric Nose is the victim.

Being cheeky counts for a lot these days, it would seem, whilst copyright counts for precious little unless you’re a large organisation with the financial clout to protect your interests. I’m well aware that making my copyright images available online for the benefit of fellow enthusiasts carries an inherent risk – a certain percentage will inevitably appear on other websites with some parasite claiming them to be all his own work.

More suprising, however, is the rapidly increasing number of established companies or multi-nationals who’ll rip-off copyright images without so much as a by your leave. I’ve lost count of the times I’ve seen my photos staring back at me, especially in adverts where they’re being used to make money for somebody else. There’s one of mine in a well-known model railway retailer’s long-running advert this month, in fact.

When faceless media conglomerates use heavy handed legal tactics to squash 12 year old file-sharers while ripping off the creative talent that created their precious intellectual property in the first place, it seem theres one law for those who can hire expensive lawyers and buy lawmakers. There’s another law for everybody else.

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The don’t do them like that anymore…

This 70s British Rail travel poster has got some members of one of the railway Yahoogroups nostalgic for their teenage years. It wasn’t all prog rock and blue and grey Mk1s in the 70s, you know..

Favourite quote: “There was one on the bridge next to York station; it was a serious distraction from the Deltics”

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Blogging is like Punk Rock?

A post on Harry’s Place compares the world of Blogging with the world of punk rock in the 70s.

In the late Seventies fanzines printed diagrams showing readers how to hold down three chords followed by an exhortation to go out and form a new band. The equivalent now is established bloggers pointing commenters in the direction of the Blogger Template and challenging them to do better if they don’t like what they see.

The growing number and diversity of blogs today does remind me of the inky, enthusiastically scribbled fanzines sold in record shops 25 years ago. That same DIY spirit mutated into an explosion of independent record labels which provided a way for new bands to bypass the approval of satin-bomber jacketed A & R men who had, until then, been the gatekeepers to record pressing plants.

Commenter Effra , though, begs to differ:

Yes, I too have often been struck by the similarity between blogs and punk music:

(1) Almost no girls or non-whites are fans. The performers aren’t very gifted and the music is technically backward (blog design versus MSM).

(2) It isn’t genuinely popular. (A recent chart of Britain’s Top 100 selling singles found not one punk track among them– not even ‘Anarchy in the UK’.

(3) It appeals chiefly to middle class teenage boys who fancy a bit of prolier-than-thou, licit bedroom rebellion: rude words (gobbing in print), vandalism and body-surfing (DOS attacks, spamming etc).

(4) For years after the brief craze has fizzled out, those same boys– now thick-waisted middle aged meejah nostalgics– fondly hark back to their little bit of revolution, and go on churning out books and documentaries about it as if it had been a major social trend.

(5) Disco and glam rock– the real mass tastes in music in the 1970s– get stigmatised by these aficionados in the same manner as the dreaded Mainstream Media are put down by bloggers.

Punk was for the Nathan Barleys of 1975, and Joe Strummer was a public school toff.

I find myself nodding in agreement with ‘effra’. I’ve always thought the influence of punk rock has been overstated, both musically and culturally. All it really achieved was to get up the noses of the cultural elites and frighten a few over-excitable Daily Mail readers. What influence there was on music was as much negative as positive. Just like too many bloggers it was deeply reactionary; a puritanical insistence that you weren’t allowed to use more than three chords, and any displays of instrumental ability were self-indulgent and decadent.

Punk burned itself out within the space of a couple of years; by the mid 80s corporate rock was back with a vengeance, only far blander and less ambitious than anything from the wrongly-maligned early 70s. I suspect the real reason punk is overstated is simple demographics; the height of punk corresponded with peak of the British baby boom, a decade or so later than the American one. Just like America’s boomers, this generation thinks that history revolves around them.

The ultimate irony is that today, it’s the prog-rockers who are the do-it-yourself artists, releasing self-financed records on obscure independent labels. And the music being release by major record companies is a sort of watered-down sanitised version of punk.

Time will tell if blogging will go the same way. Will the talented writers in the blog world end up working for the MSM they once despised? Will the effect of blogging be to make the MSM blander, afraid to have a strong opinion on anything lest they suffer the fate of Dan Rather?

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Spock’s Beard, Octane

“Octane”, as the name implies, is neo-proggers Spock’s Beard’s eighth album, and their second without former mainman Neil Morse. “Feel Euphoria“, their first Neil-less opus proved the band were far from a spent force without him. Is Octane as good?

I think the answer has to be yes.

The first half of the album is made up from the seven-song suite “A Flash Before My Eyes”, a superb piece of work. The album opens with a swirl of Mellotron leading us into the classic SB wall of sound; an archetypal rock opera style extended instrumental overture. These seven songs cover the whole range of the Beard’s sound, from atmospheric ballads and Floydian instrumentals though grindingly heavy guitar workouts to the symphonic closing section, “Into the Great Unknowable”. The closing instrumental theme, played on horns and backed by strings has to be the most memorable hook on the album (we’d previously heard it on piano, Mellotron and guitar). The guitar on ‘Surfing Down the Avalanche’ and ‘She is Everything’ is close to being the best I’ve heard from Alan Morse.

After “Flash”, the quality tails off a little in the second half of the album, with a couple of weaker songs teetering on the edge of being filler, although the instrumental ‘NWC’ and the hard-rocking closer ‘As Long as We Ride’ still deliver the goods.

In overall sound it’s maybe a little less ‘proggy’ and closer to mainstream rock; there’s not much in the way of complicated time changes, and no sign of off-the-wall quirky bits recalling Gentle Giant that we heard on their early albums. Neil Morse fans wanting to hear another “Beware of Darkness” will probably be disappointed.

It’s definitely one of those albums that gets better the more you listen to it. On the first few listens I thought the album was a bit patchy. On repeated listens, although some of the later songs still fail to take off, the high points more than make up for the lows. Overall, a good album, not perhaps their best, but far from being the worst either.

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Layout Thoughts

Over the years I have accumulated a vast amount of both Swiss and British N-gauge rolling stock.

Much of the Swiss outline stock from the likes of Fleischmann, Minitrix and Kato is still light years ahead in both detail and running quality compared with the available British outline equipment, even with Bachmann revamping and retooling their range. But with the amount of time I’ve spent researching operations in Devon and Cornwall, including several holiday’s worth of site visits, there’s no way I can abandon Britain completely, model-wise.

The problem is, though, in a relatively small house, I only really have room for one layout. I’ve toyed with having multiple portable layouts sharing components such as fiddle yards, but such things increase the complexity of construction.

So I’m intrigued by the idea of the layout “Doppelbahn” in this month’s N Gauge Society Journal. The concept behind this layout is to have the trackwork and basic landscape capable of representing either a British or (in this case) German prototype, then have two sets of buildings which can be swapped over. I also realised that in both the Swiss Alps and in Cornwall, the predominant rock is granite, so dual-use scenery might be feasible with a bit of thought.

It’s in the details where the problems start coming out. I have managed to come up with a trackplan, which, while it doesn’t resemble any specific place in either Cornwall or Switzerland, doesn’t look ridiculously wrong for either. But I realise that the complete station platform have to be swappable, since a compromise height between high British platforms and much lower Swiss ones will only succeed in looking wrong for both. Not only that, but I’ll also have to work out a way to make the Swiss-style overhead catenery removable, and the same for the WR lower-quadrant signalling.

Doesn’t make the plan a complete non-starter; if I spend my modelling time making the buildings, the effort won’t be wasted if those buildings ultimately end up on separate layouts.

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Normblog’s Songs Poll

Should have mentioned this one a few days ago: The results for Normblog’s The greatest songs of rock ‘n’ roll poll are now up.

Sadly, the only choice of mine to make the top 100 was Pink Floyd’s “Comfortably Numb” at 30. At least it was one higher than anything by The Smiths…

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