The Alexandrian

This is the third in a series of biographical profiles from alternate histories.
Go to Part 1

William Boulle, The Man Who Would Be PresidentWilliam Boulle first ran for national office in 1956 as Adlai Stevenson’s running mate. Although they were handily defeated by the Eisenhower-Nixon ticket, Boulle distinguished himself as a strong campaigner – particularly in the early primary states. Boulle would run unsuccessfully in 1960 against John F. Kenendy and then retire from politics in 1964 when his senatorial term ran out. In 1968 Boulle emerged from retirement to once again attempt to capture the democratic nomination. His domestic and anti-war policies caught the imagination of the people and he proved immensely popular at the ballot box. Tragically, however, Boulle would be assassinated immediately after declaring victory in the California primary by Sirhan Sirhan. Bobby Kennedy would go on to win the nomination and, then, the general election against Richard Nixon.

Once in office Kennedy would bring the war in Vietnam to a quick, successful, diplomatic conclusion before the end of 1971. This course of action easily won him a second term of office in 1972. Historians agree, however, that Kennedy’s most important achievement was in embracing his brother’s vision and expanding the American space program. By 1976, when he had left office, man had stepped on Mars for the first time and the plans for orbital and lunar stations were well on their way to completion. Without his influence it is doubtful that mankind would have reached the stars as quickly as they did, or established the Outer Colonies by the end of the millennia.

Next: Megan Le Fey, Second Sister of King Arthur

Who Might Have Been #2: Aurelius

February 14th, 2012

This is the second in a series of biographical profiles from alternate histories.
Go to Part 1

Aurelius, Emperor of AthensBy the time he was twenty-five Aurelieus had established himself as a philosophical genius, composing several important works which survive to the modern day. More importantly, however, was his ability as a military leader, because the year was 430 B.C. and the first skirmishes in the Peloponnesian War were just beginning. Under his adept leadership (using tactics which would later be immortalized in his Art of War) the Athenian forces quickly overwhelmed those of Sparta, cementing Athens preeminence in Greece for centuries to come.

Aurelieus died in 398 B.C., but he left behind him a unified Grecian state based around the power of Athenian rule. Within a hundred years Greece had come to dominate the eastern Mediterranean. In the third century, the Greek general Pyrrhus would invade the burgeoning Roman state. In reference to that campaign, the phrase “Pyrrhic Victory” has come to signify tremendous success, as Pyrrhus and his forces crushed any and all resistance. The only block to Athenian hegemony over the entirety of the known world was in the city-state of Carthage. Greece would eventually crush Carthagenian resistance during the Punic Wars, despite the tremendous success of Hannibal (who succeeded, through the use of his elephant-mounted troops, at coming to the very walls of Athens before being driven back).

Next: William Boulle, The Man Who Would Be President

Fourteen or fifteen years ago, Steve Jackson Games put out an open call for Who’s Who 2: More of Histories Most Intriguing Characters. The concept of the supplement was to provide background information for time-traveling campaigns, but what they were looking for with the open call were 200-400 word entries that could be dropped into the sidebar as “Who Might Have Been? A Who’s Who of Those Who Never Lived”. In other words, short bios of notable people from alternate histories.

My entries didn’t make the cut, but I’ve always had a soft spot in my heart for ’em. So I present them here for what passes as posterity…

Rutger Hauer - FatherlandThe year is 1932. Germany’s government is being crippled by debts incurred from the Versailles Treaty. The people, starving and unable to find food, turn desperately to a populist leader who can give them someone, anyone to blame. In a startling uprising at the polls they elect this leader, and his party, in an unprecedented landslide. Within a few short weeks this charismatic, influential man has solidified his grip on the center of German political power. The world pauses and catches its breath, waiting to see what course of action this man will take. His name is… Hans Adolpho.

Adolpho was born in 1899. He fought in the Great War and was sickened by the violence and death he saw all around him. After the war he travelled to Austria and then Italy, returning to Germany in 1925. There he joined the Einheit Party (German for Unity) and quickly rose through the ranks. His political message was simple: The German people should look to themselves for where the blame lay in their plight. Only by coming together in unity could they hope to save themselves. In 1932 he was elected Chancellor.

In 1935 he peacefully reunited Germany and Austria, forming the United Austro-German States. Using threat tactics in the Rhineland he succeeded in breaking the debt burdens imposed by the Versailles Treaty, then withdrew the troops and busied himself with rebuilding Germany. By 1941, when the Japanese attacked America at Pearl Harbor, Germany was a booming industrial economy who willingly assisted America in defeating Japan by early 1943. Adolpho’s last action before leaving office in 1952 (he was re-elected to the national office half a dozen times) was to form the Allied Force of the Springtime Invasion of Stalinist Russia, wiping Communism off the map by the end of the year.

Next: Aurelius, Emperor of Athens

Legends & Labyrinths - Black Book Beta

As those of you who have seen the Black Book Beta know, I’ve generally eliminated the rules for spell components: Distinguishing exactly which spells require verbal and/or somatic components is an almost perfect example of the kind of non-essential detail that Legends & Labyrinths is systematically eliminating in order to provide you with a simplified and streamlined engine for your imagination.

I made an exception, however, for material components: Spells like identify and raise dead are partially balanced by the expensive material components they require.

And then, since I’d been forced to include the rules for material components anyway, I thought I might as well go ahead and include all of the material components.

But as I revisit the Grimoire for its final editing, I’m beginning to suspect I may have made a mistake. So what do y’all think? Should I keep all of the material components for the sake of consistency? Only keep the ones with a significant monetary cost? Get rid of all of them? Bring back all the spell components? Invent a fourth category of spell component and just toss it in there for kicks?

(What would that fourth category of spell component be? Hmm…)

Tagline: The concept of the Trinity Field Reports is excellent, and this work is filled with healthy tidbits and intriguing hints of things to come. Two thumbs up, ten out of ten, five stars, and kudos are all in order.

Trinity: Extrasolar Colonies - John SneadWhen the original, limited edition of Aeon (The Game Which Would Become Known as Trinity) came out I snatched up a copy – I loved that hard black plastic cover and the slick interior design at first glance; and I’d been hearing good things about it for months.

Perusing it I was definitely not disappointed (as anyone reading my review of the game elsewhere on RPGNet can attest). About the only serious problem I had with it was that, although it had a fascinating setting which was obviously going to develop in a fantastic manner, not enough information was given about certain elements of the game to make me feel comfortable about running it immediately.

One of the specific problem areas I sited were the “lost colonies”: Several years before the start of the game Earth had lost contact with five colonies located out in deep space, and we were informed that only “just now” was contact being re-established. The game was even hyped in some places as “taking back the stars”. The problem was that although we were told that contact was being renewed even as the game begun – and that a primary plot suggestion was for the PCs to go out to those planets – absolutely no useful information was given about what they were going to find there. Did the mining colony under attack by a hostile alien species get destroyed? How did the rebellion on another turn out?

After posting my review here at RPGNet I became vocal about this problem on the various Internet forums, newsgroups, and mailing lists. By various people I was told that I could “do whatever I wanted” since things hadn’t been defined. As I pointed out at the time, this missed the whole point. Obviously Andrew Bates, Trinity‘s designer, had a plan of how these events would unfold – and I wanted to be lead down that path and tie his meta-story into the specifics of my campaign. Unfortunately there was no way for me to proceed at the moment because if I – for example – sent the PCs to the mining colony and had them discover that it had been completely destroyed, only for it to turn out later that it had not been destroyed and would play a major role in the future development of the Trinity universe, I would be royally screwed and I, and my group, would be unfairly excluded from using the unfolding developments.

There is a narrow line between “not giving everything away” and “giving enough clues so that we don’t misstep” that the basic Trinity game had overstepped. All of that being said, Trinity Field Report: Extrasolar Colonies not only vindicates my conviction, but also solves most of my problems.

First, it vindicates me because these twenty-five pages are exactly what I thought was lacking in the main rulebook – and the quality of material found here is fantastic. Extrasolar Colonies takes the format of selections from the actual reports of the jumpships that traveled to the distant colony worlds, and it is used to drop hints and tantalize us very effectively. A direct measurement of how successful this product was lies in the fact that when I reached certain places where “data decay in transit” had caused the message to become unreadable I would occasionally yelp in frustration (so I’m a dork, but it’s an indication of the success of the product – that nobody will deny).

“Wait”, you might be saying, “if they’re still omitting data which is so important that you’re yelping because you don’t know it – isn’t that still a problem?” Not at all, because this time they only excluded information which will end up advancing the meta-story. However, they gave me enough of the broad, general details that I can still take my PCs out there and explore the colony worlds. The trick is to give me enough information so that I don’t end up stepping on the toes of future products, but not so much as to ruin the surprises. It’s a balance which the core rulebook failed to maintain at places, but which this product nails perfectly.

Second, it solves most of my problems because of the price of this product. At $4.95 for 25 glossy, full-color pages these Field Reports are excellent impulse buys and a great format. I can even hand this stuff directly to my players because it’s not only presented as in-world source material, but it’s source material which doesn’t reveal any “deep, dark secrets” (although it may hint at them). Any product which is cheap, has high production values, has great source material, and is useful for both the GM and the players gets automatic high ratings in my account of things for obvious reasons.

I do have a remaining problem: I’ve never liked the tendency of game lines to become “supplement oriented” – where the game, instead of focusing on one or two core products from which you can optionally branch off as you need, instead has no central core and, instead, expects you to pick up at least 95% of the supplements produced for the game. Although the Field Reports are cheap and seem to be targeting the specific areas I noted as lacking in the core sourcebook (besides the colonies I also mentioned aliens, which is the subject of the other Field Report released to date) I am not particularly happy that it was necessary for me to buy them in the first place (although I probably would have anyway).

However, that particular problem is with a minor concern I have regarding the game line as a whole – a concern which, so far, has been outweighed by the general high-level of quality material being released for it. This product, in itself, is excellent not only on the merits of its concept, but on the merits of its implementation. Hey, at $4.95 how can you go wrong?

Style: 5
Substance: 5

Author: John Snead
Company/Publisher: White Wolf
Cost: $4.95
Page count: 25
ISBN: 1-56504-771-0
Originally Posted: 1999/01/24

These books really were the perfect impulse buy. Back in 1999, my go-to gaming shop was Phoenix Games on Lake Street in Minneapolis, MN. I remember the Field Reports fondly because at $4.95 a pop they were like full-color candy to an RPG addict like myself.

For an explanation of where these reviews came from and why you can no longer find them at RPGNet, click here.

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