In this post, I suggest new feats for guns — and other weapons — for Outgunned. But more than that, why not extend it to vehicles?

Click here for an adventure for Star Trek Adventures set just after the Klingon-Federation War (but easily adaptable to post Dominion War).

Here I go into the issues with the new Walther PPK .32 and some of the possible reasons this may be happening.

Stop reading if you’re one of those people that “can’t watch a movie when you know what happens…” 

I’d like to say I’m a fan of the Alien franchise but that’s not wholly true. I loved the first movie, which I watched on HBO — oh, so long ago — while skipping school. I already knew what happened, as I’d read about it in Omni and read the comic book version. Still, you’re not really prepared for the chestburster scene, nor the surprise when Ash gets decapitated to a gout of what I’m told was milk (and which Ian Holm, supposedly, couldn’t stand but had to slobber out of his mouth for the scenes afterward.) (Oh, look — spoilers. And it didn’t ruin my enjoyment.)

I loved Aliens, which took the suspense and horror of the first movie and turned it into a roller coaster ride with more aliens and more action, but grounded in a good set of characters and a mother/daughter relation. The director’s cut has a two minute scene where we find out Ripley had missed her daughter’s entire life, and that she had just died a few months before Ripley is found. It creates an emotional through-line to Newt and why Ripley gloms onto her so passionately in the movie. (It also has the fantastic automated sentry gun scene that should have been kept, as well.)

But after that, Alien movies have been a steady exercise in disappointment. The less said about the third, the better. The third even makes the terrible Alien: Resurrectionlook good, or at least fun. The cloning thing to bring back a character is usually when you know a series is done, but it did give us a prototype in the pirate crew that if you squint looks a lot like another crew that the writer, Joss Wheedon, would give us later. I didn’t even bother to watch the Alien vs. Predator movies. Prometheus was an exercise in frustration — there was a good story in there, but the original Spaihts script got badly mauled by Damon Lindelhof. The only saving grace is Michael Fassbender’s David — one of the best movie villains of the last couple of decades — and the main reason to watch this movie. Covenant — again, a movie that could have been good, but bad writing with characters making obviously bad moves brings it down.

So I wasn’t expecting…anything…from Fede Alvarez’s Alien: Romulus. The trailers looked good, but I’d been fooled before. I’d heard the director had done some good work with his other movies…but so had Ridley “Covenant” Scott. But I had also just quit my job and had a load of stress and time to burn off. I hit the opening matinee which was surprisingly well attended.

The story is simple and set between the original movie and Aliens. It revolves around a group of twenty-somethings who have been raised on a crappy colony world run by Weyland-Yutani Corporation, the bad guys for most of the series. The look and feel of the colony is top-notch. You can see that life on these “shake and bake” colonies is filled with back-breaking work, weird diseases from the terraforming process, and this one has a tidally locked world where they never see the sun.

The lead character, Rain (Cailee Spaeny), has finished her indenture with the company, but because there’s a large number of their folks dying, she gets involuntarily extended. It’s obviously, she’s only getting out feet-first. She is joined by her adoptive brother, Andy — a salvaged Weyland android who is twitchy, filled with bad dad jokes from her father, and who has one directive: do what’s best for Rain. He is planned stunningly well by David Jonsson, who I’ve never heard of, but expect we’ll be seeing more of. She gets an opportunity to get the hell out when an ex-boyfriend, Tyler, and his crew of miscreants including his pregnanat girlfriend Kay (only really there for a later body horror moment), his brother Bjorn (the android hating douche), Navarro, a twitchy pilot that you know is going to be the one that loses her shit when things go bad — and they will swiftly.

The crew have found out there’s an old, abandoned Weyland ship (later, they realize a space station) in a decaying orbit over the colony. They’ve got 36 hours to pop up, steal a bunch of cryo-pods and coolant for the trip to another, decent, colony a few years over the way. So far, so good. They need her because Andy is a Weyland machine and should be able to get them past the security systems. There’s the set-up.

The movie is beautiful to look at and once they get to the station, with its Nostromoaesthetic, I was on board for the ride. The sounds of the console and equipment, the look of the hatches and corridors blends Alien and Aliens seamlessly. They manage to break in, find out the station’s gravity is offline but cycles every certain number of minutes (used later), and they get the place mostly up and running. They find the cyropods — that’s good. They don’t have enough coolant to get them to the next colony — that’s bad. So, they go looking for more coolant and find mysteries: there’s weird damage that the audience known is from the acid blood of the eponymous xenomorph. There’s security lockouts that they can’t get past to find out what’s going on, but there’s a damaged android. They try to fire it up but it’s hostile, so they short it out.

They manage to find coolant in a red light-bathed laboratory, but when they pull the tanks, they disable the cyro that been keeping dozen…hundreds of facehuggers out cold (so to speak). Mistake #1. Security locks out the room, leaving Tyler and Bjorn trapped. Rain and the others need better security clearance, so they take disabled android’s OS chip, and plug it into Andy to get higher access. Mistake #2: now, Andy has uploaded security, better software that makes him stop acting like Lennie from Of Mice and Men into a confident, cool, and efficient “artificial person”. This includes a new directive — to do what’s best for the company.

By the time they can get the hatch open to get Tyler and Bjorn out, the facehuggers are on the loose. Here again, Alvarez and Stan Winston’s special effects team, knock it out of the park with animatronic facehuggers that could run and jump, although others are CGI’d. Facehuggers were always creepy, but here they’re terrifying. Of course, one of the crew get impregnated. This is Navarro, who through the rising tension is doing a lot of praying and freaking out. So it’s in character when they learn from the “dead” android, Rook, that she’s most likley infected with a chestburster. 

And here’s where people start to complain about the fan service in the film), a version of Ash that uses CGI to recreate Ian Holm over an actor’s face. The voice is an AI-cooked combo of Holm and Daniel Betts, who did the initial performance. The voice is well done, the face is just into the uncanny valley, but I’ll admit I didn’t mind this enough to ruin what was a — so far — a well-paced, acted, and written movie. Yes, he used some of the lines from the movie. Again, it’s not bad enough to take me out of the movie — save for one uttered by Andy near the end.

Mistake #3: Navarro freaks out and with Bjorn makes a break for their ship, with Andy in close pursuit with the intent — it seems — of killing her before the monster inside can come to fruition. Kay, who had been left on the ship feeling morning sickness, tries to aid Navarro but it’s chest burstin’ time. Unfortunately, Navarro had been decoupling the ship from the Romulus station and in her death throes kicks off the engines, smacking into the station for the inevitable bit of pyrotechnics. The ship had knocked the station into a faster decay and it will hit the ring system of teh planet in less than an hour. Now, the first bit of bad writing. Conveniently, the ship scraps along the station doing damage, but winds up in another hanger bay on the other side of the station. Better would have been to see the ship go boom and the rest have to get to a shuttle or ship still docked on the other side of the station. This is the first strike the movie gets in my book.

The rest of the movie is the last three trying to get past the army of facehuggers in the station to their ship, and Bjorn and Key dealing with the “baby” Navarro chest bore. Of course, there’s been hibernating xenos from when the station has crew that will come into play near the end. There’s the “can we trust Andy anymore” angst and moments where we can see the struggle between protecting the “company and Rain. Jonsson really is the best part of the movie. There’s even the black goo from Prometheus— we find out this was the real goal of the company, not the xenomorphs who are more of a side project. The goo is the key to improving the human species so they can actually survive in space. (Humans have been doing badly everywhere, we learn…) Supposedly, the goo can heal creatures at accelerated rates, like we see with the accelerated life cycle of the xenos. (I’m simplifying — but it’s a scene that, for me, redeemed some of the material from Prometheus.) It also gives the company a bigger reason, other than “alien=good weapon” evil of the other movies; here, there’s at least some level of good intention that makes W-Y less a caricature of the “evil corporation” and gives a move nuanced, realistic set of motives.

So that’s the first two acts and most of the set-up for the when they big chaps show up. There’s some really good stuff in here, and they pull from all of the movies to try and weave things together. Are they successful? For the most part. The folks that complain about the fan service, like Critical Drinker — whom I usually tend to agree with — have some valid points. but ultimately, to me, this felt like a love letter to the series from a real fan. Another gamer I know said the fan service felt like he was watching a really good night of role playing in an Alien RPG. I tend to agree there.

So the good: it looks great, sounds great, and the creature effects are top notch. We even get a new awful thing at the end. the acting is generally good, but Saeny and Jonsson are quite good. With one huge exception, the characters do some dumb things but not the usual “we need to get to the next action scene” dumb of modern movies; these are scared kids working on limited understanding of what they’ve up against, or from pure expediency. (I can’t count on fingers and toes the number of times I’ve done something stupid out of expediency or lack of knowledge.) That one exception is the “we need to get to the new bad guy” dumb.

The bad: the use of Holm might disturb those that are on an anti-AI or use of dead actors’ likeness kick. I thought we could have gotten the same utility out of another “evil” android…or hell, give us a version of David. I can always watch Fassbender do some acting. The one dumb move by a character is truly, mind-numbingly stupid and while it sets up the last face-off; I think this is almost enough to take me out of the pic. The use of lines from the other movies — “get away from her…” for instance were a bit forced, but the audience seemed to love it. Sometimes, fan service is appreciated. The ship conveniently crashing into a hanger bay was, for me, the most egregious moment in the movie.

So is it worth it? I had a blast. I found the pacing and suspense well executed, the look and feel of the piece screams Alien. The creature effects were fantastic. There’s some truly great action set pieces involving zero-gee and acid blood. If I put it on my scale of “should you see it” I’d say it’s a full price, but not quite IMAX money. Definitely a cheaper matinee.

If you like the Alien franchise, you’re gonna love it. If you’re like me, and you think everything save the first two and David from Prometheus are dreck, you’ll most likely be pleasantly surprised. If you’re a nit-picker; the third act is gonna piss you off. If I had to place this in the best to worst of the series, I’d say it’s a solid #3 behind the first two. Hell, even Covenant is better than Alien 3, which should follow Willow the TV series into Disney’s memory hole.

My is it worth it scale: top being “full price in the theater”, “a matinee”, “rent it at home”, to “borrow or stream it”, and lastly “avoid like the plague”.

It’s just getting started, so there’s not a ton of the material that’s here just now, but I’m starting to port over the more popular stuff from this site to there. Come join us.

We’ve got the main page where everything new shows, but it’s also now broken into pages for games and geeky stuff, movies and entertainment (reviews and the like), firearms, and motor sports — this set up allows the fans of certain content and maybe not others to exclude those and get what you want.

I’ll begin with this: I’ve been playing — starting with one of the box sets of Dungeons & Dragons I got from Hess’ department store in…’77? ’78? maybe? Long enough that almost no one knew what D&D was. I know it took a long time to find someone who wanted to play. There was a distant cousin I wound up running the game for, and there was an older guy who was running D&D at the local library, but I remember he didn’t make it very exciting; it was very rules oriented.

Once I had an actually group of friends playing by 1980, we played a lot — and I was usually the guy running the show. That was partly because I didn’t have a lot of extracurricular activities, I could come up with a plot pretty, quick, and could usually improvise stuff on the fly. We cycled through a lot of games — all the TSR offerings, Universe and Traveler, then hit on James Bond: 007, which was my favorite system until about a decade ago. It’s still damned good.

In college, others would take over running games, but they usually would last a few episodes then hand it off to me because they were busy or just didn’t have the time. After college, I was down to a single player for a while before I moved to Philadelphia and picked up a new group. Again, me running. It was in Philly that I started being a lot more selective about who got invited to play. My roommate and I had the misfortune of meeting a 350-pound “ninja” who was so unrelentingly bad at peopling that we dropped him. He then stalked us for two months. I remember an incident where he was trying to call into the building, whilst me and my not-inconspicuous falt mate slipped into the atrium, got the inner door unlocked, and managed to slip up the stairs unnoticed by his well-honed ninja perceptive abilities.

There was an interregnum between Philadelphia and moving out to New Mexico where I was again down to one player before cobbling together a group over six months, pulling good gamers out of mediocre groups to form something special. In one of the groups, where I would meet my former wife, there was a goth Christian who wrote awful religious death metal music. He ran Call of Chthulu — and the experience was so Earth-shatteringly bad, I didn’t play CoC again.

The one GM that really sticks is this redheaded giant dude in Albuquerque, totally spectrum, who ran Dungeons & Dragons for his group of four. For about most of the session — which was a disaster — I started working on sussing out the players that were worth the effort, then peeled out the good gamers for our own group. This guy was stunningly misogynistic: after skimming through his 80 page bible on his game world, he gave us our characters, making sure the singular female got the cleric…who was mute. Seen, not heard. He rarely asked what she was doing, save when it was time to heal up the guys. Better yet, he made sure his wife was getting us drinks and food. He once played at our place and while stretching, he knocked the glass light cover off the kitchen ceiling. Shatter. Did he offer to clean up? Nope — he expected my then-wife to. Lovely fellow.

Even during the military, I was able to keep a game going with the wife and a rotating group of folks that came and went as we changed posts, and on returning to Albuquerque, I reconstituted parts of the old gaming group and added more. Divorce, remarriage, and a kid — there was always the gaming group, usually with me GMing.

I’ve manage to keep my gaming groups together for a good while. The original high school group gamed together, on and off, for almost eight years after we graduated and went out separate ways; we would get together once or twice a year at wherever was most convenient. The first Albuquerque group lasted — with a break for military service — twelve years. Several others followed, bouncing between two and six players, plus me. Recently, the current iteration of Nerd Night™, has been mostly the same people since 2017. In the last year, one of the other players took the role of GM for the first time. He’s been running us through Fallout, which several of the players know and have played the video game version, and there’s a promised Mythic Odysseys of Theroscampaign promised. It’s nice to play and not have the responsibility of the group on me but I did note — if I’m not available, the group doesn’t tend to get together elsewhere.

That brings me to the second topic of this piece: how does a group hold together for a decade or more? There’s a few reasons: 1) you have to be friends…not just for D&D. You have to get together for cookouts, or movie nights, or on the extreme end, blow a bunch of money to got to GenCon together. 2) There has to be the one guy that coordinates and keeps things moving. As forever GM, that typically has fallen to me, and still does — even when I’m not running. 3) Pick a day and time and commit. Yes, there will be kid’s plays, and illness, and trips, etc. but the group needs to meet regularly. Once a week is ideal, but at least every two. Longer than that and the momentum is lost. Chores, travel, other things will keep people away. If we have one player out, we typically have another player run the missing person’s character, or if the game allows for it, they are busy elsewhere. In our group of five, we’ll usually still play even with two down. We might do a board game night, movie night, or I find something I can run in a night. But you’ve got to keep it going.

This was originally posted at the new blackcampbell.substack.com. New stuff is hitting there. Come join us!

GenCon is one of those things that gamers all say they’re going to do at some point. It’s the nerd Mecca; going is the nerd haj — you’ve got to do it, sooner or later. It’s been one of those things on my radar since the ’90s, but I didn’t have travel to Indianapolis to play games and rent an expensive hotel room money in the ’90s. I’ve also always had the kind of jobs that don’t give you time to do it.

One of the players in my group makes the pilgrimage every year, and has since I’ve known him — 20 years! Man, I’m old! So we were discussing GenCon back in January when Matt (said haji) was getting ready for the ticket buying to open. The others all remarked that they needed to go at some point, where upon another player, our resident acupuncturist said, “why don’t we all go together?” Everyone agreed, save one. I was on the fence — time (it was close to when school was supposed to start), expense (yes, I could afford it…but still; it was a hit), and I’ve gotten more enochlophobic in the last decade or so (big crowds.) My wife was coming through the game room as I said, “I don’t know if I’ll be able to…” and stated, “You’re going.”

So I did.

The experience is weird. You buy your tickets through an online portal that opens at a select time. you buy your hotel rooms the same way, and if you don’t get an early time slot to order up your rooms, you find yourself housed in the ass end of nowhere. We got lucky and were in Hotel Indy, about a quarter mile (four blocks or so) from the Indianapolis Convention Center. You pick the events and games you want online and maybe you get them, maybe you don’t. i’m sure this is probably the most efficient way to do it, but it does mean you miss out on a lot. I mostly picked “mature” games, no kids — more because the idea of an old dude playing games with kids not his own was a bit creepy to me. I should have selected teens and mature to get more options.

We chose to come in a day early and leave on Monday. This cut the airline costs dramatically, and I popped for “comfort plus” on Delta so I had legroom and no one next to me for the flight out to Indianapolis. Two of the group flew first class. Must be nice.

Basically, gamers take over the downtown of Indianapolis for four days. There’s people in cosplay, but most of the people are wearing “the uniform” — usually some form of tee-shirt with game or franchise themed stuff on it. I had one idiot yell at me because he thought my Triumph shirt said “Trump”. I told him to read it again. (If you’re reading this…be better.) Traffic is awful and I really felt for the folks that had to get to work. At one point, I had to yell at some of the folks to let the traffic go, as we didn’t have the light. Social graces? — not on display at GenCon.

There’s a lot of walking. I average 6.2 miles a day according to my phone and the longest day was 10 miles. Blister time. Thursday is the start. You want to get in and get tickets and badges and everything, if you didn’t have them mailed to you. (I did. Good move.) The exhibit hall with the vendors opened at 1030 (although they were letting people in through one door a bit earlier.) There’s everyone there — although the Wizards folks were set up in nearby Lucas Oil Stadium. There was a lottery, I believe, to get one of the new Players’ Handbook and they were limited to 750 a day, I think it was.

I got a chance to meet the creators of Outgunned (and before that Broken Compass and Household) and speak a bit of Italian; the Lex Arcana folks were there as well. I finally met some of the people I’ve worked with in the gaming industry but have never physically met — which was nice. I spent too much money on dice, game books, a stuffed cat from the board game Boop! (which my daughter loves) — but much of the expense was food (and booze.)

I can heartily recommend Harry & Izzy’s, which is just a block from the convention center and has a nice Prohibition-era feel to it. the steaks are tremendous. It’s affiliated with St. Elmo’s next door, which is a stable for the GenCon crowd. Taxman was also good.

And that was the strange thing — dinners were the best part of the outing for me. I got a chance to reconnect with an old service buddy from Defense Language Institute who was running games for one of the D&D tables. I got to meet local gamers that were part of Haji Matt’s other groups. The socializing not connected to playing was more interesting for me.

Which brings me to the weirdest moment…I’ve always identified as a gamer, and a bit of a nerd. But that’s it: a bit of nerd. I always was the weird kid way back in school. Here, I felt very normal (witness the traffic incident above). It was strange to be “in the tribe” but not of it, if that makes any sense.

The games were good. We did one of the True Dungeon runs, which was fun and they put some work into it. I played in a Blade Runner game that was decent, and in an Alien game that was downright superb. The GM was on it, I connected well with the “buddy” and “rival” characters and players, and we managed to finish out a scenario that had TPK’d two other parties, and half of another. We lost one guy. Tactical acumen for the win. One game didn’t make because most folks head home on Sunday, so Sunday games often don’t make, so I chatted with other GMs for a while. I did a few drop-in games, as well.

Overall, was it worth it? It was damned expensive, but it was nice to see people I hadn’t in a while. Was it worth getting the newest stuff a few weeks early? Sure. did I have fun? Yes…but I’m not sure I would do it again. That said, when I told my daughter that last bit, she looked disappointed. So I guess, I might be doping GenCon again with my kiddo in tow.

Over the next few weeks, a lot of the content from this site will be migrating to the new site on Substack: The Black Campbell Review. There will be a lot of the same types of things we see here — a tighter focus on RPGs and other nerdiness, but there will also be a review site for things like firearms, motorcycles, ans other manliness once I’ve got my feet wet over there.

Eventually, this site will get decommissioned or turned into a storefront for Black Campbell Entertainment. I haven’t decided yet.

As for Black Campbell Entertainment — there’s a few new adventures being written right now that will hit DriveThruRPG in the next few months. We will also be branching out from our usual pulp action material that has been the core of our work toward other genres — sci-fi, horror, and maybe even a bit of 5e related stuff. We’ll be sticking to PDF for the new stuff, for now, as DriveThru has gotten finicky about the layout process for print and I have to retrain myself on some of the software to get around their nonsense.

A lot of this has been percolating since about 2021, when we pumped out two books in six months. We’re a small outfit and that combined with the COVID idiocy and a full time job burmed me out something fierce. It’s taken until a few weeks ago, when my school decided to go to what I derisively call “course in a can”. The school bought curriculum that is pre-packaged, often scripted, and where it’s been tried, demonstrably lackluster. No room for academic freedom, no room for reteaching or getting off schedule, no room for the students, who are to be “aggressively monitored” (as are the teachers). So I decided to walk away.

Now I have the big question: do I pivot to writing and creative work and leave teaching — something I’ve been doing at college and high school for almost 15 years; or do I go find another job in the classroom and hope things get better. The wife is of the opinion I should do the former. We’ll see.

For now, however, join me over at blackcampbell.substack.com

I’ve had several PPK and PP knockoffs across the decades, but I didn’t buy my first actual Walther PPK/S until about five years ago, when an Interarms period Walther showed up for a very reasonable price. It’s a great pistol, but I replaced it with one of the new Fort Smith-made PPKs in .380 a year later. With the release of the new Walther in 7.65mm (.32 acp), I jumped on the first one I saw when the guy that had been thinking about it didn’t just buy it. He walked away to look at something else; I bought it.

First off, Walther definitely took a hint from some of the latest packaging trends. The pistol comes in a very Apple-like simple white box with a gray Walther logo on it. Inside, there is a blue presentation case that is quite nice, with the pistol and extra magazine inside. Documentation, etc. is under the flap in the white box. Noticeably missing in the box is what you used to find — a spent cartridge and a target showing it had been test fired. I haven’t seen this in most manufacturers of late and I suspect a lot of them are kicking their products out the door without an actual test firing. That said — an A for presentation.

Both the .32 and .380 PPK are the same size, weight, and have the new extended tang/tail on the back of the frame. A lot of folks, especially those with bigger hands, love this. I do not. The pistol is beautifully formed, but the tail carried a sharp angle from side to the underside. I find a too high grip on the .380 and I come away with a triangular bruise in the webbing of my hand. Your mileage may vary. One complaint I’ve heard about the new tail is it presents a spur that could catch if you pocket carry. I haven’t experienced this issue in the years I’ve been carrying the PPK in my pocket. If you put your thumb on the hammer of the pistol while drawing, it clears a pocket with little issue.

The very low profile sights are minimal, to be kind, and this aids in concealment and in drawing from teh same. This is not a long-distance weapon. This is made for self-defense distances — under 15 yards. At contact to 5 yards, I can keep a two in the chest drawing and firing fast from low port, with a quick aim and follow up for a head shot. Rapid acquisition of the sights is doable and sub-2″ groups up to 10 yards are easy with little practice. For me, this has been the case with every version (including knock offs ) of the PP and PPK platform.

Back to build quality: The engraving in the “little” PPK is excellent — much deeper that you see on the .380 — to the point I can tell them apart just from that. (The .32 in the bottom pistol in the following images.) If fact, the only real way I could tell the difference otherwise is the slide is sprung much lighter on the .32, and is very easy to manipulate, whereas the .380 requires a bit of pull to cycle.

Trigger pull seems to be about the same between the two pistols, though I haven’t measured it — it should be about 10ish pounds on a long double action with a fast, crisp break; or a 4-5ish lbs. single-action. There’s a bit of takeup on the single action, but once you hit resistance, it’s going to break clean. The extractor spring seems a bit weak on the .32 — more on that later. Even the magazines will swap from one to the other, and yes — the .380 fit in the .32 mag. The only visible difference is an extra witness hole with a 7 to show the .32. The .32 mag in the .380 will lock in but will not lock the slide back. If still fed a round into the chamber when cycled. I’m not recommending you do this, but I was curious…

Take down and cleaning are the same, although my recoil spring on the .32 did not want to come off like the .380 does, and I didn’t want to use too much force. I just lubricated the barrel around it. Then it was off to the range to shoot both and torture test the little one.

For the .380 I used Freedom Ammunition’s 100 gr. remanufactured FMJs and Sellier & Bellot 90gr. FMJ. The .32 was fed only FMJs — 150 rounds of Magtech, 100 rnds. of PMC — both 71 gr. FMJ; Fort Scott 71 TUI., Aguila 71 gr. and Fiocchi 73 gr., then finished with 40 rounds of Underwood .32+P 55 gr. Xtreme Defender with the fluted copper bullets.

The .380 Walther has eaten everything I’ve thrown at it from 68gr. Lehigh and Underwood, to 100 gr. remanufactured stuff, and the only issue I’ve had is with S&B. There’s a real snap to the recoil impulse that is sharp enough that very occasionally, it will half drop or fully engage the decocker! It happened once with the Freedom 100 gr. on this trip but hasn’t happened before. Fortunately, everything else runs fine and the 90 and 68 gr. Underwood perform flawlessly, with hits into a coke can from 20 yards — no issues. I stay away from the S&B for my .380 PPK, although I’ve never had an issue with anything else.

The .32 — oh, the .32. The first box of Magtech was causing issues — solid primer strikes that dented the hell out of the primer, but requiring two or three trigger pulls to get them to ignite. I put this down to the ammunition. I was also having failures to eject. The empty would extract, but get caught above the incoming round about half the time. Then I figured it out: On the .380, the recoil with the new tang makes me teacup the pistol, with my thumb folded down. On the .32, I was riding with my offhand thumb forward…and pressing to the slide. I was slowing the action and causing the failure.

On the PMC, I started having stovepipes. I was 170 rounds in, so I stopped and cleaned the gun a bit. Problem solved for about 50 rounds, then recurred. However, when I switched to the Aguila and Fiocchi I had no such issues. They’re both slightly faster cartridges than the Magtech (which fired dirty!) and the PMC. The little PPK likes the hotter stuff. The Underwood +P 55 gr. Xtreme Defenders ran without an issue and printed solid 2″ groups at 10 yards free-standing. The Magtechs had the worst groupings, but partly that was my stop-and-start shooting while clearing jams. The stovepipes were super easy to clear: hook the casing with my finger and pull. The gun would go into battery and fire, no problem.

Now…I’ve used Fort Scott ammo before and it’s good stuff. Just not in the PPK. Every. .single. round… failed to feed, jamming up going into the barrel and requiring me to take the slide off to pry them out. The bullets are just too long for the breech. Avoid them for the .32 pistol! It does seem that the .32 is more finicky on ammo. It likes the hotter stuff and when it gets dirty, the chance of jamming — mostly stovepipes that can be quickly cleared — goes up. This is much the same for the .22 PPK/S my daughter has as a plinker; 40gr. only and the hotter the better, or you’ll get failures.

Would I carry this as a defense pistol? No, I’d stick with the .380 PPK or if I’ve got the opportunity to carry on my belt, my Alpha Foxtrot S15. If I want a deep concealment .32, the super-light and small Kel-Tec P32 is still king, for me. Would the PPK .32 be fine for a defense carry for someone who was recoil averse or had arthritis or some other condition bad enough that something heavier sprung might be hard to manipulate? Absolutely. When clean and well-fed, the gun is very reliable. Dirty and lighter range stuff is more prone to failure, although after I sorted my grip on the pistol, the incidence of failures to eject dropped from about 40% to about 2%, and that was usually after 50+ rounds of fouling from the cheaper stuff. It didn’t happen at all with Fiocchi, and only twice out of 100 rounds with Aguila (and that was with the gun filthy!)

So is it worth it? Depends, do you want a PPK in the original chambering like I did, and like fans have been railing on Walther for the last six decades to produce? Then, yes. Is it a good self-defense pistol? Provisionally — with good ammo and for people who are recoil averse. Is it a good range toy? With crappy ammo, and a lot of the .32 is meh quality, it’s a pain in the ass; with the hotter stuff, it’s good. Is it worth the near $1000? Meh… it’s easily the best-looking pistol ever designed. There’s something about it — the James Bond connection aside — that is just classy as hell, especially in the stainless steel. However, I keep feeling this pistol should be coming in about $700-ish max, but inflation has skewed pricing so badly the last four years I just can’t mentality keep up.

But was it worth it? I was not as impressed as I thought I would be after seeing it, and it’s a beauty. But I think the .380 runs better.

For a guy who was utterly disappointed by the playtesting of Modiphius’ John Carter of Mars RPG way back when, I’ve been playing a lot of 2d20 — a system I thought I’d never warm to. I’ll have a bit up on Star Trek Adventures — their 2d20 Star Trek game which I’ve been running now (on and off) for about a year with a surprising bit of success. In the wake of the second installment of Dune, which the wife loved, I thought I’d buy the RPG on the off chance I might run it for her and daughter. This review will encompass the core rules, The Great Game: House of the Landsraad, the Power and Pawns: The Emperor’s Court books, as well as the GM screen.

Dune is a much improved version of the 2d20 system (and if I’ve heard right, is used for their Chuthulu series of games), and from first glance at the quickstart, the version 2.0 of Star Trek Adventures. Really, I can’t impress on the reader how much improved the system is over the old one…but not just that, the things that made 2d20 so painful to engage with are improved: the writing is clear and concise, the indexing works — the stuff you look for in the index is where they say it is (unlike the execrable job that was done for STA), the color balance and use of typeface makes it readable where STA was an eyesore. (Fallout is equally well laid out and designed, written, and indexed.) This continues through the two supplements I quick picked up, as well, since while I saw the movies and read the Herbert novels way back last century — and boy, does that hurt to say — I’m not a real fan of the Dune setting after the first two books. However, while were on the usability and design of the materials, lets give a real round of accolades to the GM screen. There’s a way range of utility in GM screens — from the truly useless D&D screens and the practically unreadable screen for Aegean, to the serviceable like Hollow Earth Expedition and Star Trek Adventures screens (although in fairness, the ship combat cards that come with the latter are very useful), to the superb — Lex Arcana and Broken Compass/Outgunned screens where you can almost run the whole game off of the screens without referencing the core rules. Dune is in the last category: the screen features the combat sequence, the use of zones for different types of combat, difficulties, the use of momentum and determination, and the best of all , has the pg. the rules are located on in little bubbles on each chart so you know where to go if you do need a bit more. This wound up being useful on our first play test a few weeks ago.

The first 84 pages are dedicated to bringing you up to speed on the universe of Dune, a setting that is richly presented in the original novels and expanded n a bunch of books I haven’t read. There was a lot hinted at, and the size and scope of the Imperium is such that you could play in the setting without ever having to engage with any of the major players of the novels. Character creation is pretty straight forward and mostly moves linearly through chapters three and four. You create your house — be it a minor or major player, create a rival or rivals, then pick roles you will fill in the house from ruler or heir, to consort, to advisors and swordmasters and the like. You have two main sets of stats to run off of — there’s your Skills, like Battle or Move or Communicate; there’s Drives — motivations for the character to do something. Pick the most appropriate of the two and roll 2d20 (or more depending on other things) and get under the combined number for a success. you get two successes under the skill value, and if you have an applicable focus like “long blade” or “espionage” you get another. Beat the difficult of the task — a 1 if it’s a mundane task, or a 5 if it’s virtually impossible. Anything over the required amount generates momentum which can be used later to add up to 3d20, add aspects on a scene, gain a asset, etc. You have a drive statement that can, if you are playing to it, gain a determination (the really powerful game currency, which can erase an injury or give an auto 1 on a die….) The GM can invoke that statement, as well, to make you use that drive in a test (often to your disadvantage), and you can refuse but this gives the GM “threat” — momentum, but for the GM.

The use of two terms for momentum is a sticking point for me — it overly complicates the game currency, just as determination does.

Where Dune excels is losing the use of “challenge dice” — d6s that were specially marked for the respective games to give a character stress, or key a special aspect of the weapon, etc. They added more chance into play that could undo a particularly good test. (“Hey, I rolled six successes on a two success difficulty…but rolled two stress on my six dice of damage…”) That’s gone. You weapons, shields, vehicles, extra guys, whatever, are assets that add a die or more (up to 5d20 total) and extra success generate not just momentum, but do the damage. You have an asset of “sword 2” and rolled two successes over the necessary to hit? That’s 5 points to the other major NPCs “Battle” skill. Once you’ve got the skill to zero, you’ve won. You don’t have to kill the guy. You could injure, capture, whatever. Your choice; you won. For minor NPCs, you just drop them with whatever outcome you were looking for.

The use of zones gets a novel reworking. For duels, this involves trying to get through the guard of a character to the body. You can make this happen with a subtle attack, moving into the zone for your strike, or boldly — aggressively launching an attack to force the guard away and get to the person. For skirmishes, this works like 2d20 normally does, moving your character from one zone is an action, or you can boldly or subtly move and if successful, launch your attack after moving; you can also move the other person out of a zone — say, moving into a fight to push the attackers off an ally. This scales to large land battles, moving your forces from one objective to another and trying to push off the enemy, or launching an attack on them directly. Where it gets innovative is doing this for intrigue (social battles where you are trying to learn information or get close to a particular person) where you are trying to influence, gain information, or whatever from a person in a social setting. This recreates the medieval court intrigue that is central to the Imperium. It is also used for Espionage — similar theme, moving from one group or lead to another to get the information or contacts you need.

I liked this enough I ported it into the current side quest for the Star Trek Adventures game where the crew are trying to cut into the Orion Syndicate to find out who is dealing in Federation and Klingon war surplus after the war. (The game is set in the 1st season of Strange New Worlds.)

There’s a chapter on assets and how they work, another on the characters from the movies/books, and an adventure I haven’t used.

Layout, artwork, typefacing, paper and binding quality are all top notch, and this continues into the other material from the line I purchased. Power and Pawns digs into Imperial court life and gives a few more character options for the player. It also providess more insight into the other powers in the Imperium — the misterious Ix, who build machines that skirt right along the edge of the prohibition against “machines made in the image of Man’s mind”, the Tlelaxeu — the genetic engineers who are seriously creepy and played a major partin the play test I ran for the family; the Swordmasters of Ginaz, and CHOAM — the interstellar consortium of businesses that not-so-secretly run the whole show. I haven’t dug into this one quite as much, as we started with a minor house on a far-flung world. However, The Great Game is very useful, giving several chapters to expanding how the characters’ House works, how to run it, grow it, and interact with other Houses. There’s more on CHOAM, the Spacing Guild, and includes options for the players’ characters. Lastly, there’s a catalogue of the great houses of the empire.

Playtesting Dune over two nights, I ran an adventure where the characters stumbled onto smuggled Tlexlaxu artificial organs…but being smuggled off their world. The investigation took them through the spaceport to a smaller port town in their lands where a criminal gang was fronting the goods (not knowing what they were moving), to a small island and a distillery where a rogue Face Dancer — a Tlelaxu agent? — had set up a rogue lab using kidnapped girls to grow his organs. The distillery people, concerned for the safety of their families, and scared by the new “boss” and his ability to show up anywhere unannounced, had little idea what was going on, but knew it was bad. We ran the skirmish and dueling rule, as well as the espionage rules and they ran quickly and cleanly. The adventure was not hampered by the rules, and in a few places the use of assets and aspects on scenes (similar to how they work in Fate) lent flavor and options for the characters to use in their adventure.

So is it worth it? If you like the setting, absolutely. If you want a rules set you could cannibalize for another similar setting, probably yes. If you want rules that will port into 2d20 settings fairly easily, again, yes. The books are pretty, well written and laid out, and the setting is — when you really think about the genetic engineering end of things — potentially bonkers, as if seen in the later Herbert novels. I found The Great Game equally useful, and the GM screen is well worth it. As for the specialty dice? Not needed, and if you have any of the other 2d20 dice, they’ll work just fine.