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<title>Cybergoths Rebooted - Dom Mooney&#x27;s Blog</title><link>http://www.deltapavonis.net/index.php</link><description>Dom Mooney&#x27;s Blog</description><dc:language>en</dc:language><dc:creator>user@domain.com</dc:creator><dc:rights>Dominic Mooney</dc:rights><dc:date>2013-04-07T23:12:45+01:00</dc:date><admin:generatorAgent rdf:resource="http://www.realmacsoftware.com/" />
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<lastBuildDate>Sun, 7 Apr 2013 23:18:28 +0100</lastBuildDate><item><title>Mini Review - Neal Asher&#x27;s Zero Point</title><dc:creator>user@domain.com</dc:creator><category>Media</category><dc:date>2013-04-07T23:12:45+01:00</dc:date><link>http://www.deltapavonis.net/files/a0688af2c7e52e10040d535ce856e7bf-419.php#unique-entry-id-419</link><guid isPermaLink="true">http://www.deltapavonis.net/files/a0688af2c7e52e10040d535ce856e7bf-419.php#unique-entry-id-419</guid><content:encoded><![CDATA[(Important - spoilers if you haven't read <em>The Departure</em>, but no worse than those in the blurb on the back of the book.)<br /><br /><p style="text-align:center;"><a href="http://www.amazon.co.uk/Zero-Point-Owner-Trilogy-2/dp/0330524526/ref=sr_1_1?ie=UTF8&qid=1365372876&sr=8-1&keywords=zero+point" rel="external"><img class="imageStyle" alt="ZeroPoint" src="http://www.deltapavonis.net/files/zeropoint.jpg" width="199" height="307" /></a><br /><em><br /></em></p><p style="text-align:left;"><em><a href="http://www.amazon.co.uk/Zero-Point-Owner-Trilogy-2/dp/0330524526/ref=sr_1_1?ie=UTF8&qid=1365372876&sr=8-1&keywords=zero+point" rel="external">Zero Point</a></em><a href="http://www.amazon.co.uk/Zero-Point-Owner-Trilogy-2/dp/0330524526/ref=sr_1_1?ie=UTF8&qid=1365372876&sr=8-1&keywords=zero+point" rel="external"> </a>is the second book in Neal Asher's Owner Series, and continues with the strong - and somewhat unpalatable - themes that he developed in the first book, <em>The Departure</em>. The dedication at the start of the novel really sums it all up: "To all you steady researchers and developer of our technology, for recognising the optimistic road to the future, rather than seeing a slippery slope to doom."<br /><br />Of course, the Owner Series is about a society that has been on the slippery slope to doom, both societally and ecologically. At the end of the first novel, the protagonist, an anti-hero called Alan Saul, was escaping from Earth on board the Argus Station having decapitated the global bureaucratic dictatorship of 'the Committee' whilst taking the station, and finishing off local controls by dropping their own satellite network on them. The 'zero asset' citizens are freed from Committee oversight, at the cost of the collapse of infrastructure, which potential could lead to their starvation.<br /><br />This novel meshes three tales together - the emergence of Serene Galahad to reestablish the power of the Committee and the infrastructure of the Earth whilst pursuing a more radical path than her predecessors, the events at the Mars Colony which had effectively declared independence from Earth in the first book, and the events aboard the Argus Station. The plots are brutal, and don't show the nicer side of humanity.<br /><br />Technology ramps forward without the control of the Committee, as Saul develops his abilities and others have the limits on what they can do released, and the plot twists and turns. Some of the characters - for example Galahad - feel quite two dimensional, but the energy and darkness of the plot drive you forward.<br /><br />I found that it was quite hard to put down as it draws you in quite effectively, despite finding whole elements somewhat unpleasant. The story goes into areas that few other SF stories do except in the more literary side of the genre (such as <em>The Handmaid's Tale</em> or <em>Nineteen Eighty-Four</em>), with a dark dystopian vision and characters that match. It won't be everyone's cup of hot beverage, but I recommend it for its energy and dark flavour. It directly provides of vision that contrasts technology used for good and for ill, with the difference being the morals of those that wield it.<br /></p>]]></content:encoded></item><item><title>On Iain (M) Banks</title><dc:creator>user@domain.com</dc:creator><category>Media</category><dc:date>2013-04-07T22:57:31+01:00</dc:date><link>http://www.deltapavonis.net/files/c7ba19a1c7e7ff9556a77d20ad69e2b7-418.php#unique-entry-id-418</link><guid isPermaLink="true">http://www.deltapavonis.net/files/c7ba19a1c7e7ff9556a77d20ad69e2b7-418.php#unique-entry-id-418</guid><content:encoded><![CDATA[<span style="font-size:13px; ">I was sad to hear the news that Iain Banks is suffering from terminal cancer, as he is an author who has meant a lot to me since I first discovered him during a meal break whilst at the University of Southampton. It was when I was working at Silica Shop, unsuccessfully(*) selling PCs in the eyes of the manager, discovering the joys of the back passages and rooms frequented by the staff of the Debenhams in which Silica existed.<br /><br />(*)I was 'unsuccessful' mainly because I tended to sell people a computer that met their needs and desires rather than a fully loaded and overpriced top end Compaq. Anyway, I digress.<br /><br />I first encountered Banks through his SF epic </span><span style="font-size:13px; "><em>Consider Phlebas</em></span><span style="font-size:13px; ">, which I found near impossible to put down after I discovered it on the shelf in WHSmiths. I can remember sitting outside on a bench in the cold, unwilling to move as I was gripped by the story, and getting annoyed that I had to go back in. It was glorious, enchanting and fast-paced space opera and so different to the norm of SF from the late seventies and eighties. Absolutely brilliant. I then went and bought everything that he had written at that point - </span><span style="font-size:13px; "><em>The State of the Art</em></span><span style="font-size:13px; ">, </span><span style="font-size:13px; "><em>The Player of Games</em></span><span style="font-size:13px; "> and then </span><span style="font-size:13px; "><em>Use of Weapons</em></span><span style="font-size:13px; ">. That book has the distinction of being one of the few that I've reached the end of and immediately re-read, as I never saw it coming. I moved onto his contemporary novels (published without the &lsquo;m&rsquo; ), which are equally good and larger in number. </span><span style="font-size:13px; "><em>The Wasp Factory</em></span><span style="font-size:13px; "> was dark, macabre and I couldn't put it down despite intensely disliking it. Few books since have evoked that emotion, much like a film where you want to look away but can't. </span><span style="font-size:13px; "><em>The Crow Road</em></span><span style="font-size:13px; "> and </span><span style="font-size:13px; "><em>Complicity</em></span><span style="font-size:13px; "> are both great thrillers (and check out the TV series and the film respectively) and </span><span style="font-size:13px; "><em>Espedair Street</em></span><span style="font-size:13px; "> is a great rock novel (likewise the BBC Radio 4 version was excellent).<br /><br />Banks quickly became one of the few authors I bought in hardcover (along with William Gibson and more recently Alastair Reynolds), and someone whose books I really looked forward to. </span><span style="font-size:13px; "><em>Excession</em></span><span style="font-size:13px; "> is a personal favourite in his SF, and the surreal </span><span style="font-size:13px; "><em>The Bridge</em></span><span style="font-size:13px; "> in his 'literature'. </span><span style="font-size:13px; "><em>Feersum Endjinn</em></span><span style="font-size:13px; "> messed with my head when I read it, as the alternative phonetic and English chapters forced a meshing of gears.<br /><br />I think his books went off the boil a bit about a decade ago, but even a weaker novel from him was worth a read, often surpassing other writer's best works. I think his work had been back on an upward improving trajectory over the last few years.<br /><br />And now his next book is almost certainly his last unless there is some kind of reprieve or remission, which he states is unlikely. I'll miss his work, it has brought me great enjoyment. It also holds several unique places in my heart.<br /><br />Thank you, Iain (M) Banks. You've thrilled me, inspired me and entertained me, not to mention set me on a journey in gaming that I hope I can complete this year.<br /><br /></span><span style="font-size:13px; font-weight:bold; ">Coda.</span><span style="font-size:13px; "><br />Reflecting, what makes it even worse is that another of my favourite authors, John le Carr&eacute;, is 82 this year, so I suspect there are a limited number of books left from him too.<br /></span>]]></content:encoded></item><item><title>How I spent my Sunday Afternoon (DomCon Report)</title><dc:creator>user@domain.com</dc:creator><category>Games</category><dc:date>2013-01-20T23:12:02+00:00</dc:date><link>http://www.deltapavonis.net/files/cde660ae3ad5ca550bafe1596eb81938-417.php#unique-entry-id-417</link><guid isPermaLink="true">http://www.deltapavonis.net/files/cde660ae3ad5ca550bafe1596eb81938-417.php#unique-entry-id-417</guid><content:encoded><![CDATA[<em>Crushed to death twice in a lost Incan Temple, narrowly escaping a sinking island with its treasures on a helicopter, dying horribly as we failed to find the cures to a global pandemic, and then engaging in titanic expansionist space exploration only to be crushed by a galactic economic superpower. That's how I spent my Sunday afternoon...</em><br /><br />After fearing that the snow would sabotage things, a group of friends (Andy, Graham and Simon), all TomCon veterans rendezvoused at my house in Wetherby from places as far afield as Sheffield and Settle. Our objective was simple - to play some of the many boardgames that had built up unplayed at my house. We called the event "DomCon", a resurrected title from the days that I ran my Stormbringer RPG campaign.We were accompanied through the afternoon by my 6 year old, Nathan, who joined in some games, bailed out of others, and complicated one even more than the rules did.<br /><br />I'd shared links to the excellent Dice Tower reviews of the games we planned to play the night before. I recommend these if you're coming old to a game as they give a feel for the mechanics.<br /><br />We started with <strong>Escape: The Curse of the Temple</strong>, recommended to me as a fun cooperative game suitable for kids by Steve Hatherley around the time I tried out Forbidden Island for the first time. The premise is simple; think of the sequence at the start of <em>Raiders of the Lost Ark</em> when Indiana Jones has to escape the temple/tomb where he steals the golden idol. The game has square tiles of the temple rooms which you explore by rolling a set of five dice and getting the right icons come up. If you roll a black skull, that dice is frozen, but two black skulls can be released by throwing one of their golden counterparts, which come up just as often. You need to find the way out,and along the way as many jewels as possible. The jewels are important, as they make it easier to carry out the final escape as the number unfound relates directly to the number of icons that you have to roll to escape. <br /><br />There are three catches. The first is that you will need more than one player working together to release some of the jewels as they need more icons than you have dice. The second is that the whole game is played real time, against a soundtrack that lasts just over ten minutes. This results in a frenetically paced set of dice rolls, and a good deal of self-pressurisation. The final catch is that on two occasions a gong sounds, meaning you have one minute to get back to the starting room otherwise you will lose a dice permanently. On top of this, if anyone is left in the temple after it collapses after ten minutes, then you all lose. Cooperation is vital.<br /><br />I enjoyed the game, and will look forward to playing again.When I'm not sure, as Nathan got scared by the game and bailed out leaving me to take his dice. We failed to beat this twice, but I think that it feels achievable.<br /><br />Next up was <strong>Forbidden Island</strong>, a game <a href="http://www.deltapavonis.net//files/fe39779bc398b8c0123f82a33f4092f3-413.php" rel="self" title="Home:Forbidden Island - mini review">about which I have blogged previously</a>. Suffice it to say that we were successful in winning the game, and Nathan was very happy with the outcome. Graham had got a copy of the game on the basis of my past review and enjoyed it, so it was useful having three experienced players. This was the third time I've played this at Novice level, so I think I'll be raising the difficulty next time to make it feel more challenging.<br /><br /><a href="http://www.flickr.com/photos/cybergoths/8398674151/" title="DomCon: Pandemic by cybergoths, on Flickr"><img src="http://farm9.staticflickr.com/8495/8398674151_2db330470a.jpg" width="500" height="375" alt="DomCon: Pandemic"></a><br /><span style="font-size:11px; "><em>Pandemic before it went horribly wrong</em></span><br /><br />Then we moved on to a game that takes the clever mechanic of shuffling the discard pile and putting it back on the top of the draw pile to another level. We played <strong>Pandemic</strong>, a game by the same author <a href="http://www.deltapavonis.net//files/67512802628dc414ffc1a1c2b4812f8a-409.php" rel="self" title="Home:Pandemic - First Impressions">which I have reviewed before</a>. This was my first outing with the game with other players, and &ndash; as I mentioned at the start of the piece &ndash; we failed. We found one cure and had two more about to be delivered when we ran out of the player cards, which is an instant loss. We spent far too long trying to nobble the disease rather than concentrating upon the cure. Of course, this is the sleight of hand the game throws you with all those disease blocks looking so tempting to fight. Unfortunately, we realised we had lost two turns before the end, which left quite an anti-climax. I'd like to try this one again though.<br /><br /><a href="http://www.flickr.com/photos/cybergoths/8399759698/" title="DomCon #2 - Eminent Domain by cybergoths, on Flickr"><img src="http://farm9.staticflickr.com/8224/8399759698_7bcc352a38.jpg" width="500" height="375" alt="DomCon #2 - Eminent Domain"></a><br /><span style="font-size:11px; "><em>Lots of cards in Eminent Domain</em></span><br /><br />Our final game was <strong>Eminent Domain</strong>, which started life as a Kickstarter project, but I bought it from retail. This is a deck building game of interstellar conflict. What does that mean then? Essentially, this is a battle to gain influence points, which can be obtained by conquering or colonising planets, or through trade or other actions.<br /><br />We did find the game a struggle at the start, but this was partly due to Nathan's fascination with the model spaceships, coupled with his insistence that Andy was called Dave!<br /><br />The game revolved around a deck of role cards, which include areas such as warfare, survey, colonisation, production or trade, and research. Each player starts with an identical hand of cards, which is tailored either consciously or unconsciously to the strategy that they have adopted through card draws and deliberate permanent discards from the hand. Players also start with a world located on survey, which needs to be colonised or conquered.<br /><br /><em>Eminent Domain</em> game turns have a simple structure. You have a hand of cards, which is limited to five at the end of your turn, which comprises role cards and later technology cards. Initially, half your deck is in play so you know what can be gained from drawing from the remaining cards. As you tailor the deck, this becomes more and more effective. At the end of the turn you can discard any or all of your cards and draw back to the maximum hand size (which can be increased by acquiring certain planets). <br /><br />The first phase of your game is optional - you can play a role card or a technology card as an action. This usually is more limited than playing it in the role phase of the game, but can also be very useful. Cards usually have two descriptions on effects dependent on phase. For example, a survey card will allow you to bring two cards out of your unused pile (exceeding deck limits if necessary) when played as an action, or permits you to look and choose a planet card for a settlement target in the role phase. You can use this first phase to prepare for the second.<br /><br />The second, role, phase means you select a role card type and draw it into your hand from the central deck pile. You can then play it, backed up with other cards, to gain an effect. For example, if a planet requires four colonisation counters to settle, you could pick colonisation, add a further four colonisation cards from your hand, and land colonies and settle to capture a planet. As 'leader' in the role phase, you get advantages over the other players. Once you have acted, the other players each get a chance to either follow the action you have played by using the same role card(s) without the leader's bonus, or to dissent and pick a card from their unused pile to add to their hand. Thus, it is possible to have a hand bigger than the deck hand limit right up to the end of your turn.<br /><br />Once all other players have decided whether to follow or dissent, you then get to clean up your deck, discarding and drawing ready for the future. The turn moves clockwise around the table, with the Action/Role/Clean-up cycle starting for a new player.<br /><br />Using the research action can gain you extra advantages with technology cards in your hand that give special effects  for the action phase, or reduced costs for certain role actions by acting as role cards. Some technology cards cycle through your hand in the same way as role cards, whereas some have permanent effects.<br /><br />Planets also give an advantage when colonised or conquered as some can produce resources (which can be converted to Influence Points by a produce/trade card), some have the same effect as a role card (for example acting as if an additional production card was played), and they also have a basic value in influence just from ownership.<br /><br /><a href="http://www.flickr.com/photos/cybergoths/8398677421/" title="DomCon #3: Eminent Domain - Winning Hand by cybergoths, on Flickr"><img src="http://farm9.staticflickr.com/8473/8398677421_406744b95b.jpg" width="500" height="375" alt="DomCon #3: Eminent Domain - Winning Hand"></a><br /><span style="font-size:11px; "><em>The winning hand</em></span><br /><br />The game is actually quite simple, but the follow/dissent mechanic was new to us, which caused some confusion. It was no surprise that Simon &ndash; who grasped the mechanics first &ndash; went  to win through a huge production and trade programme.<br /><br />You can't directly attack another player, but you can hamper them through your choice of roles. For example, had we realised how close Simon was to winning earlier then we could have deliberately avoided choosing the role that benefited him most &ndash; Production/Trade &ndash; thus starving him of opportunities to extend his hegemony.<br /><br />There are a huge number of options and approaches to the game, and I'd love to try it again to see where it goes to. I think that was the feeling around the table, with a replay of this being the most popular to return to in the future.  <br /><br />Thanks to all present for a great afternoon, and to Jill for her patience!<br /><br />--<br /><strong>Links to Dice Tower Reviews</strong><br /><span style="font-size:13px; ">Escape the Curse of the Temple </span><span style="font-size:13px; color:#0951DC;"><u><a href="http://youtu.be/precx0zmetg" rel="external">http://youtu.be/precx0zmetg</a></u></span><span style="font-size:13px; "><br />Pandemic&nbsp;</span><span style="font-size:13px; color:#0951DC;"><u><a href="http://youtu.be/A5V8q-Su8iM" rel="external">http://youtu.be/A5V8q-Su8iM</a></u></span><span style="font-size:13px; "><br />Eminent Domain </span><span style="font-size:13px; color:#0951DC;"><u><a href="http://youtu.be/hbq7r0LgX6Q" rel="external">http://youtu.be/hbq7r0LgX6Q</a></u></span><span style="font-size:13px; "><br /></span>]]></content:encoded></item></channel>
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