Well, that’s not exactly fair…the new Amazon Fire looks like it might be a great entry-level tablet for media consumption; the iPad’s essentially (in my opinion) the future of laptops (if they could only unlock the file system so people can use their stuff between programs/apps/whatever.) The Amazon boys have been itching to pick a fight with Apple over the latter’s insistence on trying to horn in on everyone’s business for 30%, and this is just the latest attempt to wrestle ebook and other sales from the Cupertino mob.

So what does the damn-good price of $199 buy you?

It’s about the size and weight of the Nook — with a 7″ screen with 1024/600 resolution, and it’s about twice the weight of the iPad2. It’s running a proprietary version of Android 2.3 with a proprietary browser (Amazon Silk) and looks to be fairly locked down — a complain about the Apple, but probably a good idea for stability and security. It’s got wifi but no 3G or GPS, but it does have access to one of the biggest e-media outlets and there’s apps, a-plenty. The processor is, on paper, comparable to the iPad — a 1GHz dual core with 512mb RAM (the CPU and GPU on the iPad is far superior, however), and battery life is supposed to be about 8 hours…not too shabby!

Against the other competition — Amazon’s own Kindles, and B&N’s Nook, the Fire is the clear winner. Against the iPad2? If you’re looking for a device to read, surf, and do the basics of a tablet, this is a good and cheap alternative. If you’re looking for a device that can replace your laptop — once iOS5 hits in a few weeks, the iPad is still the choice to go with.

A quick AAR on the Supernatural campaign “pilot”, thus far: The new priest character/exorcist apprentice is intro’d. He’s working for the local archbishop to keep their hand in the investigation. He’s an orphan who’s father sacrificed his mother at the kitchen table in front of him, then had black smoke billow out of his mouth. Distraught at what he’d done, he kills himself. This guy believes.

The second night saw a bit more focus on the investigation of who the werewolves might be, and most importantly, if there was a way to handle them other than a silver bullet. The wife’s character, the team archivist and archeologist, went digging about to find more on the werewolf legends — apparently, this game must have caught her imagination, because she’s doing a ton of real research: the different lycanthropy myths, from the biblical, to differing cultures. We’ve established there was some form of exorcism rite from the 15oos that might work, that the original “patient zero” was most likely cursed, bu the rest are infected in some way that might be biological…could there be a scientific cure? There are stories of lycanthropy being a test from God, or some were instruments of the same, wiping out demons…could the original werewolf being doing just that?

The characters have finally all met, and to get the creepy factor up, I’ve been having the ex-FBI agent experiencing more ghostly visions. He’s seeing his son from time to time, and in the first big meeting with the priests investigating, he sees them being observed by all the victims of the werewolves (at this point he thinks it’s still some kind of Charles Manson-like cult thing…) He’s trigged he’s supposed to work with them and the spring the werewolf thing on him. He sees ghosts…this ain’t a stretch.

They’ve started interviewing people and think the latest two survivors might know what’s going on; the female might even be embracing her new nature. They also noticed her injuries — which were severe enough she should still be scarred and need PT are gone. There’s a few more to interview and then they have to figure out what to do…they’ve got one more night before the first full moon of the month.

9/11 and the WTC still playing a big subtext, especially as most of the FBI guy’s aid is tasked to help with the 9/11 protection details and investigating terror threats. I might try for a chase sequence in the memorial near the reflecting pools.

More later…

Really, for any pulp-type RPG set during the interwar period, here are a couple of excellent books to help with setting the scene in Shanghai, the Pearl of the Orient, the Paris of the East…

The Shanghai Green Gang: Politics and Organized Crime, 1919-1937, Brian G Martin. A frequently cited work on the Qing Bang and their ties to the Kuomingtang (Nationalist government) of Chiang Kai Shek. There’s quite a bit on “Big Eared” Du Yeusheng, the gang leader.

Policing Shanghai, 1927-1937, Frederic Wakeman, Jr. Perfect for fleshing out the most dangerous city on the planet (in the 1930s.)

Beyond the Neon Lights: Everyday Shanghai in the Early Twentieth Century, Hanchao Lu. This one provides a lot of the kind of flavor that you don’t get in the usual tomes. Here you have the every day stuff — the “alleyway houses” that were standard in the city, what kind of small stores the average Chinese shopped at, the nightstool and the men who collected the waste in the morning (most of Shanghai d0esn’t have flush toilets) and that industry’s connection to the gangs. There’s stuff on the rickshaw business, which was cut throat due to licensing restrictions (think trying to get a medallion in modern NYC.) If has a few excellent maps in it, as well.

Online, Tales of Old Shanghai is a must, as is An American in China: 1936-39.

 

After reading a short, glowing review of the board game Fortune and Glory by Flying Frog, I decided to go ahead and order it through Amazon.com. I got lucky and one of the distributors had it for $25 off because the box had minimal shipping damage. Once in, I can say: it’s bloody gorgeous.

Production values are top notch — the multitude of cards are heavy gloss stock, full color, and lovely. the map is nicely period (similar in character to the map illustrations in Hollow Earth Expedition), theres a big load of dice, over 100 plastic figures, and in the box the plastic tubs for everything are so well laid out you can store everything easily and keep the various cardboard chits separated.

Play is broken into a simpler form of the game, an advanced rules set, and can either be played with the various players racing against each other, or working collaboratively in a team against Nazis, etc. (or another team of players, for that matter.) There’s even a solo option for people having trouble getting friends together to play. Set up, as usual for many board games, is the longest thing. There’s a lot of different card decks to shuffle and keep track of. You pick a character card, with your particular abilities and shticks — all of them classic pulp archetypes — then set them up on their home city. Next four artifacts and adventures are pulled giving you a series of missions, like “The City of the Dead!” or “The Hammer of the Gods!” The goal: collect and sell artifacts to get 15 fortune chips (gold doubloon-like pieces.)

The first stage is initiative. Everyone rolls, the highest goes first. If you roll a 1, you get an “event” card which can add a bit of spice to the game — my first event threw a bunch of Nazi troopers across the board. Next is movement: you roll in turn a d6 and move up to that number. The map board is broken up to allow fast travel, save across the ocean; there is a alternate rule that allows you for a certain bit of glory chips to fly from a major city to a major city. If you stop at a spot without an artifact to hunt, you can draw an event or have to fight a bad guy, depending on a die roll.

The adventure stage is where the fun really gets going. this is when you resolve the events/enemies encounters above, or if you are at a place with an artifact, you have a number of challenges to go through. You pull a danger card and try to accomplish the feat. If you don’t it turns into a cliffhanger card. Don’t succeed, you’re back to square one. Succeed at the task and you earn glory chips (blue doubloon like chips) which can be spend on gear and allies to aid you. The final stage is mostly for the advanced rules enemies to do their thing and for players, once they’ve returned to a city to auction off their find for fortune.

Set up, as mentioned, was a bit slow, but once you’re playing it goes by fast. The wife and I ran through a game, complete with interruptions from screaming baby, in just over an hour.

So is it worth it? You bet your bippy, toots! Style: 5 out of 5; Substance: 5 out of 5. Cost: $75-100 bucks was the range I saw. It’s worth it. Enough so I’m looking at Flying Frog’s other board games for a buy.

And now a role playing game aside: the way the game is structured would allow a gamemaster pressed for time or ideas to quickly slap together an adventure for a pulp-style game in minutes. Bust open the box, pull an artifact and adventure card, and a couple of location cards with an event or danger card for each. Flesh out the massive plot holes (or don’t…it’s pulp!) Run the game. This added bit of utility pushes this game right to the top of my favorites pile.

I’ll try to get around to adding some pictures of the game when I can.

I bloody hate exploding dice mechanics!