Author Archives: Tim Hall

Kosher Derailment Cleanup

This story shows the sort of people railways occasionally need to clear up the mess from a derailment.

Rabbi Yosef Grossbaum of St. Paul was hired by CPR to oversee the transfer Thursday of kosher canola oil from one big tanker car to another.

It’s an unusual blending of railroading with religion, admitted Randy Hansen, damage prevention specialist for CPR.

“We don’t do this very often,” Hansen said.

(Link from TrainNet)

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More theme parks!

Following on from proposed GDR theme park, Mark Steyn in the Daily Telegraph has more ideas, starting with “PilgerWorld” and ending up with things like this:

“Ah,” she said, “you’ll be wanting Legoverland.” It sounded appealing enough – “Relive the glory days of the 1980s and 1990s, when the Tories were in the sack instead of getting it. It’s back to bonktastic basics at the fun-filled theme-park where you’ll soon be spending more time with your family!” But the picture of David Mellor on the front made me feel faintly queasy.

I never understood what all those women saw in David Mellor. Make Steyn saves the best one till last.

As I left, I bumped into Ken Livingstone: “Take an amazing trip back in time to Olde London,” he said, “and re-discover a lost world where traffic speeds get into double figures. Admission £5.”

(Registration may be required. Link from Sasha Castel)

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Blimp!

Just read it!. Probably the funniest thing you’ll read all day. And on reading it, I think I’ll stick to trains. (Link from Making Light)

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Game Wist 36: Supplements

Perverse Access Memory: WISH 36: Supplements

What do you think about supplements to game systems? Do you like the additional material, or are you just annoyed about spending the money for the additional rules? Name up to three supplements you’ve really enjoyed, and describe why you liked them.

I have many shelf-feet of gaming books, about half for GURPS, about half for other systems. Naturally, the vast majority of these are supplements. I’ve also got very clear ideas of what I like and don’t like in supplements.

Let’s start with what I don’t like, and use as an example of the worst series of supplements in my game collection, the “Relevations Cycle” for Steve Jackson’s Angels and Demons game, In Nomine. These were unfocused scattershot books, a mixture of rule expansions (half of which were later superceded), further detail to the game world, adventures, and that abomination of things, metaplot. You needed about 10% of each book to play the game. Ugh! Sadly In Nomine never really recovered from this disaster, even though later supplements were much improved. Then there are those supplements containing material that really belongs to the core rulebook; Castle Falkenstein‘s “Comme Il Fait”, while excellent in itself, falls into this category.

The best sort of supplement, for me, is a book that does one thing, and does it well. Many, if not most GURPS books fall into this category, which is why GURPS remains my favourite game line even if the system is probably a bit rules-heavy for my tastes nowadays. GURPS supplements generally fall into two categories, those that are mostly crunchy rules, such as the magic, martial arts and technology books, and those that give game worlds to adventure in, with little in the way of game mechanics and much in the way of game setting.

GURPS Psionics is my favourite book in the first category. Probably the most well-thumbed GURPS book apart from my 15-year old Basic Set, this book expands the Psionics system, with a range of additional powers, psionic drugs and psionic technology. It gives a lot of advice on running psionic-heavy campaigns, and includes a sample modern-day setting, the Phoenix Project. This book has been a major influence for my own psi-heavy fantasy world, Kalyr.

GURPS Alternate Earths is one of my favourites from the second category, and tops my list of ‘Campaigns I’ll run some day’. It’s intended for parallel worlds dimension-hopping games, describes six parallel worlds where history took a different turn. Three of the are alternate history staples, ranging from Reich-5 (where the Nazis won the second world war), Dixie (where the South won the American Civil War) and Roma Aeturna (where the Roman Empire never fell). The other three are perhaps the more interesting. Gernsback, who’s pivotal figure is Nicolai Tesla, is a wierd-science 50s sci-fi world, Shikaku-Mon is a cyberpunk world with a four-cornered struggle between a Catholic Japan, France, Brazil and a frighteningly totalitarian Swedish empire. Finally Ezcalli features a world where Europe was crushed by the Mongols, and the major world power is the Aztec Empire, which has managed to cross the Atlantic with the intention of invading Europe. Each world is described succinctly in about 20 pages or so, giving a flavour of the world, but giving GMs plenty of freedom to improvise.

Finally, let’s go back to the early days of gaming, for a supplement I don’t actually own, but have used a lot. Cults of Prax was the first supplement for Runequest. While AD&D expanded their system with more and more monsters to bash, Runequest started out by describing a dozen religions for player characters to follow. This not only expanded the magic system, for the cults were the main source of magic, but gave shape to the culture of the world, and the adventurers place within it, an idea that was quite revolutionary at the time. Example cults were the pacifist healers of Chalana Arroy, the fanatical warriors of the Storm Bull, and sages of Lhankor Mhy.

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Original theme park idea!

So the Germans have no sense of humour? So goes the stereotype, but this story about the proposed Communist Theme Park suggests the stereotype is off the mark. (Link from Samizdata.net).

Massine Productions GmbH hopes to recreate a 10,000-square metre (107,600 sq ft) replica of East Germany, complete with surly border guards, rigorous customs inspections, authentic East German mark notes, and restaurants with regulation bland East German food.

I suppose shooting anyone who tries to leave, as suggested by one of the Samizdata commenters would be taking realism a bit to far. What next? Package tours to North Korea?

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Narrow gauge crash in Taiwan

From this BBC News story, a train has derailed on a narrow gauge tourist railway in Taiwan, killing 11 people. The cause of the accident is unknown, although excessive speed is one possible cause.

There are a great many narrow gauge tourist lines in Britain; some of them in mountainous terrain. To date there has never been a serious fatal accident on any of them, but this story makes you stop and think.

Update: The lastest report has the death toll at 17, and the suspected cause of the accident is brake failure leading to a runaway down a grade, until the train eventually derailed on a curve.

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When real keyboards walked the earth

Rhyme of the Ancient Keyboards reminds us of the elder days of flared trousers, when men were men, beer was one and six a pint, and keyboards didn’t look like ironing boards. Just remember the wonderful music made on instruments like these.

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Carnival of the Vanities #23

I forgot to put this up yesterday, just like I forgot to get my article in by the deadline. D’oh!

Anyway, this week’s Carnival of the Vanities can be found at Kesher Blog!

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Gaming and music

Perverse Access Memory: WISH 35: Music

How does music influence your campaigns? As a GM, do you feel there are “soundtracks” for scenes, and as a player, do you perhaps have “songs” for characters? Name three songs that relate to favourite characters or situations.

Interesting question. I’m a big rock fan, such that this blog is as much about music as it’s about gaming, so this ought to be much easier to answer than it is.

I don’t tend to think of music for individual scenes in games, but I do occasionally hear songs that strongly remind me of characters, not only my own, but sometimes other player’s characters in games I GM. For instance, the song Paper Chains (The Crime Part 3) from the now-defunct British prog-rock band Grey Lady Down is to me the theme tune of Kalnyr, the demon-possessed wanderer of Kalyr. Not sure what his player would make of that, as far as I know she’s not much of a prog rock fan.

Of course, I have to mention the rock musician character I play, Karl Tolhurst. I’ve spent a lot of time trying to come up with a list of songs that illustrate how I imagine his band Ümläüt to sound. They’re influenced by the 1990s British goth-metal scene, including such bands as Paradise Lost, My Dying Bride, and most of all, Anathema. I actually bought several albums by these bands as ‘research’. Probably Anathema’s album “Alternative 4″ is the closest; when I first listened to that album, my first reaction was, “That’s Ümläüt!”. There is of course the infamous Ümläüt tape recorded by my brother, which Karl’s original GM (also Kalnyr’s player) stubbornly refuses to listen to. At the moment I’m trying to come up with a list of covers the band played before they started writing their own material.

Now I could try to link my first long term character, Mudgard, with Yngwie Malmsteen’s ridiculous “I am a Viking”. But I won’t.

Finally not so much individual characters, but a couple of songs who’s imagery evokes scenes from published game settings; I can’t hear Black Sabbath’s “Neon Knights” now without thinking of Malakim from In Nomine. And the song “Master of the Wind” from the mostly risibly awful but occasionally brilliant Manowar powerfully evokes the storm-god Orlanth from Glorantha.

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Great White Fire Blog

projo.com have started a weblog about the Rhode Island club fire tragedy, collecting links to blog and news entries.

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