The Alexandrian

The Lives of the Most Notorious Highwaymen - Six Elements Theater

The Lives of the Most Notorious Highwaymen, a play by John Heimbuch produced by Six Elements Theater, is opening at the Gremlin Theater on Saturday, October 20th.

I mention this because I’m playing the role of Jonathan Wild, the Thief-Taker General of 18th-century London. He’s the delightfully devious villain of the piece: The crown pays him a generous bounty for every thief he brings to the gallows. Problem? The program is too successful and he’s running out of thieves. Solution? Blackmail thieves into recruiting new members for their gangs and then get them to betray the new members after one or two jobs.

7:30 pm – Thursdays thru Sundays
October 20th thru November 3rd

Gremlin Theater
2400 University Ave. West
St. Paul, MN

Heavy Gear - The Duelist's HandbookTagline: Dream Pod 9’s chance to celebrate their mascot, with spectacular results.

If you’ve read any of the reviews of the Heavy Gear game you’ve probably heard a familiar theme: Sure, there are mecha… but the game isn’t about the gears. The reason you’ve heard this is because, well, it’s true. The gears are definitely cool, and they’re definitely the most realistic mecha you’ll probably ever encounter, and they are definitely eye candy without par. All that being said, however, the game is really about characters. The Gears aren’t even the “Gods of the Battlefield” the way mecha are usually portrayed. As a result, the sourcebooks tend to deal with the gears in a fairly secondary matter, focusing instead on generalized world-building. Even the vehicle compendiums offer a generalized mix.

Welcome, then, to The Duelist’s Handbook, Dream Pod 9’s chance to celebrate their mascot. And what a celebration it is.

The other heritage which The Duelist’s Handbook inherits is that of the defunct Heavy Gear Fighter card game. HGF was the first Heavy Gear product released by Dream Pod 9 and introduced the dueling concept. As Phil Boulle details in his Behind the Scenes for the book, Into the Badlands allowed the concept of dueling to be expanded from affairs of inter-regimental into the underground, competitive dueling of Khayr ad-Din. The Duelist’s Handbook, as a result of this heritage, details the ritualized rules of Gear dueling; provides a look at the stars of the dueling world; examines the lives and duties of military duelists; provides a host of new weapons and options for Gears; and, finally, serves as a sourcebook for the city of Khayr ad-Din.

Normally I wouldn’t like a book like this. Typically when a roleplaying sourcebook is primarily a technical one (i.e. the title of the book includes the technical term “duelist” rather than a location name like “Khayr ad-Din”) and then includes a setting of some sort, that setting is usually merely tacked on. It is almost never given the justice it deserved, if it deserved any justice at all (more often than not such settings are a poorly conceived set of stereotypes which apparently exists only to highlight elements found in the technical section of the book).

Would it really surprise you if I told you that Dream Pod 9 avoided falling into that trap? First off, the technical aspects of the book are handled with grace and style. Military dueling, competitive dueling, and the worlds which surround both are described in great detail. Additional weapons, gears, and detailed rules for small scale tactical combat are given. Second, the setting of Khayr ad-Din (a shadowy city built in an around a massive dumping ground) is detailed with typical craft and style of Dream Pod 9, with an eye always pointed towards providing not only a living, breathing, believable setting of incredible depth, but also a setting which provides countless adventuring possibilities. Plus there is nothing “throwaway” about Khayr ad-Din or its duelers (as anyone who has perused the latest offerings of the storyline books knows).

Beyond the quality of the material itself, Dream Pod 9 continue to demonstrate their enormous talent at putting a book together to make it not only practical, but beautiful. The Duelist’s Handbook was one of the transition products where the Pod slowly developed their lay-out skills from the earlier works which were possessed of a slight “page crowding” sensation (although still exceptional by the standards of the industry) into a cleaner feel. Again, one of those differences between being “one of the best” and “true excellence” which the Pod has demonstrated mastery of time and again. The information is always grouped in an intuitive manner and the index is detailed in all the right places. Typically, the Pod demonstrates that they are capable of “throwing away” artwork which other companies would gladly use on their front covers.

Although the Pod is apparently letting this one slip out of print for at least the moment, you should still be able to find it in stock somewhere. Grab it up, you’d be missing out on a good thing if you let this one pass you by.

Style: 5
Substance: 5

Author: Philippe R. Boulle
Company/Publisher: Dream Pod 9
Cost: $19.95
Page Count: 128
ISBN: 1-896776-07-8

Originally Posted: 1999/04/26

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

Ego Hunter is a one-shot scenario for the Eclipse Phase roleplaying game.

Eclipse Phase is a roleplaying game set on just the other side of the singularity: Earth has fallen to apocalyptic AI and most of the “survivors” only escaped by uploading their minds into machines and beaming them to our extraplanetary colonies. Many of these uploaded egos remain stored in stasis: The few who are pulled from storage and sleeved into new bodies are selected because someone on the outside has a use for them… and when they wake up, they have a debt to pay.

The scenario concept for Ego Hunter is immediately captivating:  You’re all beta forks of a single individual. In other words, you’re partial mind-clones with incomplete memories that have been “forked” from your original alpha personality in order to carry out some specific task. You return home expecting to be reintegrated with your primary personality… but instead you wake up, surprised to find that you’ve been re-sleeved into a new body. Your alpha is nowhere to be found, nothing makes any sense… and then people start getting murdered.

Eclipse Phase: Ego Hunter - Prep Notes

(click for PDF)

The scenario is great, but I found its rambling presentation and lack of organization to be significantly debilitating. So I’ve put together a rather extensive set of prep notes that I think other people interested in running the scenario will find useful. It includes stuff like:

  • An easy-to-reference timeline of past events so that the GM can easily grasp the mystery being solved.
  • Pulling together all of the disparate information on the “big problem” so that it can be easily referenced on a single page.
  • A comprehensive revelations list to make managing the mystery on-the-fly as easy as possible (as discussed in the Three Clue Rule).
  • Pulling all the stat blocks referenced from the core rulebook so that they’ll be available at your fingertips.

There are also several chunks of new material: I’ve clarified the node-structure and beefed up the investigation in a few places where it seemed a little threadbare. I’ve also fleshed out other material.

SPOILER WARNING

These prep notes also feature two major revisions to the original scenario.

First, I’ve tweaked the player characters in order to tighten the scenario’s focus on the interesting premise of “you’re all playing the same character”. Most notably, this includes redesigning Nkeka’s role in the adventure so that he pretends to be one of the beta forks in order to infiltrate the operation. Study the character briefings at the end of the prep notes to make sure you understand the dynamics of the group.

These character briefings are also designed to be given to each player. The scenario requires Nkeka Adesoji (posing as B6) and Roque Vera. Park Soon-Ok is an optional character who can be played as an NPC. (I recommend using up all five of the Achjima beta forks before assigning Park Soon-Ok to a player.)

MAPS

The other major revision to the original scenario is Air Processing Unit 13. I found very little utility in the published version of the map, so I redesigned it:

Eclipse Phase: Ego Hunter - Air Processing Unit 13

(large version / no key)

And there are also versions isolating each level. You can click each image below to get a larger version:

Eclipse Phase: Ego Hunter - Player Map 1

Eclipse Phase: Ego Hunter - Player Map 2

Eclipse Phase: Ego Hunter - Player Map 3

WHAT YOU NEED

In order to fully understand the concept and background of the scenario, you will probably need a copy of the original adventure. The original adventure also includes the pregenerated character sheets for the PCs (which can be paired to the customized character briefings found in the prep notes PDF).

You may be asking yourself: “If you had to go to all this trouble, why should I pick up the original adventure? It’s clearly horrible!” If so, I’m afraid you’ve misunderstood me. The original scenario is really great. I’ve just organized the material and added a couple of tweaks.

The Ego Hunter: Prep Notes PDF and associated maps are licensed under the Creative Commons Attribution-Noncommercial-ShareAlike 3.0 Unported License.

While I was at GenCon this year I played in one of the most memorable convention scenarios: Lord of the Hives by Threat Detected. It featured three gaming tables participating in a series of linked, timed tournament scenarios: The success or failure of a group during a particular round would directly impact the situations encountered by the other groups during the next round.

I was at the pilots’ table and played a young Admiral Ackbar in his pre-admiral days. There were, of course, copious outcries of, “It’s a trap!” We actually started the game playing a game of sabbac on the hangar deck, so my first line of dialogue in the game was:

Admiral Ackbar - It's a bluff!

Good times. Like most good gaming experiences, it featured a combination of clever scenario design and people who were fun to hang out with.

I bring this up, because Threat Detected has posted a Gallery from the event and a podcast featuring a Post-Play Round Table from the session. You can see me obliquely in the former and hear me briefly in the latter.

LooperFirst off: Looper is a really great film and not at all what I was expecting when I walked into the movie theater. I was expecting a sci-fi action movie. Instead I got an indy sci-fi film featuring outstanding performances. (It might be Joseph Gordon-Levitt’s best performance on film to date.)

Second: I’ve seen a lot of confusion over the way time travel works in the movie, with many people online complaining that it “doesn’t make sense”.

SPOILERS AHEAD

If you watch the film carefully, however, you’ll note that it has a nearly consistent handling of causality: Any changes to causality due to time travel propagate instantly, but only forwards from the point in time at which the change is made. (This is consistent across the maiming, the death, and the memories.)

The only inconsistency to this is that the movie seems to suggest that the reason the Rainman is closing loops is because he saw Bruce Willis kill his mother. That doesn’t work with the rest of time travel as we see it. However, we don’t actually KNOW that this is true. Since his mother had previous connections to loopers, it’s possible that in the “original” timeline he saw some other looper kill her. Or possibly just some transient. Or maybe the Rainmaker killed his own mother before he gained control of his powers. (One of the interesting things about the ending is that we don’t actually have any way of knowing if things turn out OK for the kid. The film certainly feels hopeful at the end, but it resists delivering any certainty.)

The film could probably have also benefited from being clearer on what precipitated the change which allowed the main character to change the outcome of his loop. (I.E., break his bonds and control his arrival.) But that’s a minor quibble which usually plagues any time travel story that isn’t based around closed causal loops.

If I was going to change anything, I’d have probably had the transient that the main character “saved” the mother from be a legitimate threat (instead of just some kook with a placard). That would have strongly suggested that in the original timeline that guy killed the mother and precipitated the child’s abandonment.

A TEST CASE

To further demonstrate what I think Looper was actually doing, consider this simple test case:

  • At Point C, Future Bob travels back in time to Point A.
  • At Point A, Future Bob arrives.
  • At Point B, Future Bob kills Current Bob.

If causality changes spread in both directions from Point B, this would obviously cause a paradox: Future Bob kills himself, so he doesn’t travel back, so he doesn’t kill himself, so he… yada yada yada. But if we assume that causality changes only propagate forwards through time, then the situation resolves itself simply:

  • At Point A, Future Bob arrives.
  • At Point B, Future Bob kills Current Bob. Future Bob instantly vanishes.

The change at Point B cannot affect Point A, so there’s still a Future Bob running around between Point A and Point B. But once the change happens at Point B, causality propagates forward, Future Bob never traveled backwards through time, and therefore he vanishes.

Similarly, during the maiming sequence in the movie: You start cutting off his legs, so he crashes his car as his legs disappear. If causality spread in both directions, there would obviously be no way that he was driving a car in the first place. But since causality changes only flow forwards, we get the result we see in the film. (You can see this in the memories, too: They don’t change until something in the present moment changes the causality. Because, again, the change isn’t propagating backwards.)

The interesting case would be something like this:

  • Future Bob travels back to Point A.
  • Current Bob gets maimed Point C.

From Point C forward, Future Bob would be maimed. If you jumped into another time machine and went back to Point B, though, you’d see a perfectly whole version of Future Bob. (Because the causality change at Point C didn’t propagate backwards.) But what if maimed Future Bob travels back to Point B? Hard to say. The movie doesn’t show us that scenario and it could be argued either way.

Regardless, the result is a universe that looks like a complete mess. But, of course, time travel universes always look like like a complete mess. And this would be one way for the universe to “handle” causality that would prevent a paradox from ever occurring.


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