Hostage Negotiator Crime Wave – Part One

Lijah Ramone isn’t your usual abductor. She’s someone who appears to have no impulse control. She hit and killed a pedestrian on his way home from work; it’s still unclear whether that was intentional. What Lijah probably didn’t expect was the police car turning into the road at the perfect time to witness the crime. A high speed pursuit followed, ending with her swerving into an Arby’s, crashing through the window and taking the inhabitants hostage.

We’ve got three members of staff and five customers trapped inside with Lijah, who is armed. She’s incoherent and wants to get out ASAP, she has no other goal at this time. The situation’s escalated out of everyone’s control and this is why I’ve been sent in.

Hostage Negotiator Case 1 Lijah.jpg

Lijah: Attempt One

I selected the negotiator “Ana Langston” as she was the one on the conversation cards for the game. She would be able to spend some money in one turn in order to gain a free card later, when it might matter.

It started easily enough; I found out that Lijah wanted a fast bike to get out. Maybe she wanted to leave in style, maybe she thought she’d have a better chance against the police.

Things were patchy at first, but after a few wounded hostages were identified, Lijah was willing to give them up. Her anger kept flaring up though, and while she didn’t hurt any of her hostages, it slowed things down dramatically. She found a secret exit, possibly an old prohibition tunnel, but wasn’t willing to use it yet. She knew we’d rush the place if she tried to leave. Some little compromises on our side and a secret extraction while Lijah was distracted managed to clear all but two people out.

Then the Terror deck ran out. I was out of time with six hostages rescued and two left behind. Lijah won. Damn it. I realised I’d not used Ana’s ability at all, or felt like I had time to, so I switched to a different character.

 

An Introduction to the Game

Hostage Negotiator is a solo board game, which originally came out on Kickstarter. The theme appealed to me, being something outside of the orcs, zombies, Cthulhus or space kind of genre. I love those, but sometimes variation can really help. That’s where games like Viticulture can be a breath of fresh air.

I spent a lot of time on my own in early 2016, so I became acclimatised to a few solo games. A few of these were featured on Who Dares Rolls, even getting a, “Playing With Ourselves” brand. When I first saw the substantial, interesting-looking Kickstarter for Hostage Negotiator: Crime Wave, I decided to try the original game.

It was good fun, fairly quick and compelling, able to be played over breakfast or while waiting for people to come round.

Hostage Negotiator is a card-drafting game, where your hand consists of ‘Conversation’ cards. Each one gives you the outcomes of good, middling or bad die results. If you’re like me, you’ll get used to the bad results. You play cards, roll dice and hopefully keep the abductor’s temper down while generating currency to buy better Conversation cards. Anything played gets put back in the pile, so you’re not building a deck but investing in temporary resources.

Some cards are essentials, such as the, “Consider This…” card in Crime Wave, which lets you reroll a die when things go wrong. And things will go wrong.

Hostage Negotiator Case 1 setup

Crime Wave starts out the same kind of size as the original game, but grows from there. You get the cards for the Conversation deck, the Terror cards which add unpredictable events throughout the negotiation and a trio of abductors who each have their own mechanics.

Lijah, the abductor from my first attempt, had the smallest resources. Normally they have their own ‘major demand’ such as money, tenure or medical help for a loved one. Lijah’s hit and run followed by an impromptu hostage situation meant she only wanted to get out alive. She had no major demand, just escape demands, which grew and multiplied the more people left.

The Crime Wave box also included space for the original game (doubling the components I listed above), as well as having dividers for different card types. As extras, there were specific negotiators who could be picked for a once-per-game bonus, a card allowing the abductor to be a mystery to the player initially and seven packs with extra abductors. These range from a crazed CEO to a framed cop to a cult. They all look great and are staying in their packs until I reach them in my playthrough.

Oh, and there are achievements, which I do love in my tabletop games. Scythe had some, which were pretty cool. Sentinels of the Multiverse had some, but they got too numerous for me to bother with.

 

Lijah: Attempt Two

I picked a different person to take on Lijah; The Defender. This character was a cop who would allow me to reroll all dice if a Threat Roll would kill hostages.

I thought this was going to go far worse than my first try. Bad rolls meant I was generating very little conversation and Lijah’s mood was only worsening. I drew a couple of Terror cards where Lijah got really angry and then would calm a little the next turn. After the first one I panicked, lowered her temper and then the next one hit, which would have caused a death. One person did suffer her wrath though, taking a shot from the Terror deck. They couldn’t have been saved, which is always terrible and a harsh part of these negotiations.

Lijah’s demand was that she simply walk out. This meant rolling dice at the start of every round and if I got all ‘1’ on the dice, she’d leave, probably into police gunfire. Later she demanded a radio which I was more than willing to give to her, secretly extracting some hostages as we went. I played hardball with her and managed to keep her in a fairly good mood despite that.

I hit the final turn with two people left and once that happens, the cards you buy can be used for a final push. Lijah had a human shield, but the person was bleeding out. I asked for them to be surrendered to us. Miraculously I rolled two successes, allowing that hostage and the remaining one to be taken out. With no one else there, Lijjah had to surrender. Phew!

Hostage Negotiator Case 1 Complete.jpg

 

Next time, I’m going to deal with Barrett Mullins. I have no idea who he is, but he’s got a shotgun, so I’m sure this will end well.

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Crash Day and Traffic

The first novella in my Lightning series is out!

Seventeen years ago today, a spaceship from a war-torn planet brought several families of aliens to Earth. They all lost loved ones and gained super powers. They also learnt to hide amongst humankind and blend in.

A car crashes into Lena Parker, the sheltered and invulnerable daughter of the dead hero who brought the aliens to Earth.

Former teenage runaway Luke Far returns to school for the first time. He crashes into a rival family, the eccentricities of the school and spontaneous bouts of invisibility.

Then in the hospital, a man comatose for seventeen years stirs, watched by Kirsty Dwight, the black sheep of Fate Cove. When he wakes, the life these people made for themselves will never be the same.

Crash Day is the first of Lightning’s inaugural “Power + Irresponsibility” season. You can buy it at Amazon.

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In addition to the novella, there’s free fiction. Today I’ve released Traffic, a story about a girl certain that technology’s out to get her. You can read it for free at Lightning Tales.

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Trump/Putin

I’ve delved into both politics and review copies of RPGs in the subtlest way possible, by taking on Trump and Putin in a role-playing game about a fictional retelling of three meetings between them.

Trump/Putin

 

Cover

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So You Decided to Spontaneously Combust in Front of Your Friends (A Beginner’s Guide)

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This is the first of the Tempest side-stories, about a family linked to Lightning but not currently part of the main plot. It’s a taster of the themes and concepts of Lightning, as well as being about an awkward teenager trying to impress a girl with fire. We’ve all been there, right?

Read the story here.

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Inventory Quest!

200 Word RPG

For the last few years there’s been an RPG contest about writing a role-playing game in 200 words or less. It’s a really interesting idea and the constraints have led to some great RPG concepts.

This year I had an idea for an RPG about two days before the deadline for the 2017 submissions wrapped.

My entry can be found here, but I’ve also presented it below for those of you who are interested:

 

INVENTORY QUEST!

The Paladin’s mind has been temporarily wiped and you play their well-meaning inventory who are guiding The Paladin safely out of the dungeon!

CHARACTERS
The Paladin can: Move and wield items with instruction.
The Paladin has: 5HP

The Sword: Attack x2, Cut, Parry, Threaten.

The Holy Symbol: Turn Undead x2, Inspire, Reflect Light, Summon Paladin’s Mount.

The Rations: Feed x2, Bribe, Distract Animals, Leave Trail.

The Shield: Defend x2, Dig, Deflect, Ride Shield.

Rope: Climb x2, Hang, Whip, Wrap.

Lantern: Light Area x2, Burn, Douse with Oil, Scare.

GAMEPLAY
Create 2 rooms each on index cards, with 2 doorways and a challenge.

Examples:
Sleeping Goblins
Ravine
Minecart Ride

Shuffle and draw a room; its creator describes the challenge and rolls 1d4.
Between them, the players must cross off that many traits to solve it (+/-1 if it seems hard or easy). The Paladin loses 1HP if you can’t find a fitting trait or choose not to use one.

Move through each room to escape!

If the Paladin loses their last HP, they die and the goblins loot all the items. Narrate their grim fate!
If the Paladin escapes, narrate how he rewards you all for a job well done!

 

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Cuckoo

I realised that while I have mentioned the release of my short story collection on social media, I’ve not actually put anything up here.

Cuckoo is finally out!

Cuckoo Cover.JPG

In Cuckoo, a presence haunts a flat and the people who live there.
Do Not Read has streets flooded with strange pamphlets at the same time as people are vanishing.
The Old Woods explores generations of tales from a village about the haunted woods which surround it.
Finally White Noise has the occupants of a flat find a strange old box buried under the garden. It makes sounds like static, as do the people who are near it for too long. Then, it gets worse.
There is a preview of Lightning: Crash Day, to round things out and provide some levity after all that horror. The full novella of Crash Day will be released shortly.

The lovely Emma McDonald has provided me with the cover to the ebook. It’s currently only on Amazon, but depending on how things go, I may test out other formats in time.

You can buy the collection here!

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Legend of Zelda: Breath of the Wild Review

I’ve been a fan of Nintendo for several years, it was fairly inevitable that I would pick up a Switch when it was released.

The launch lineup has been a little sparse, but the release everyone’s talking about is Legend of Zelda: Breath of the Wild. My brother played Link to the Past religiously on the SNES, which was how I first experienced the series. Then Ocarina, Wind Waker and the DS games. I’ve been going back from the start and playing them all, starting with the original Legend of Zelda which I’ll get to when I’m done. Right now, however, I’m all over Breath of the Wild. I thought that I’d rekindle some of that D+Pad fun by having a review of the game.

Link.jpg

This is Link.
He’s a magic fairy boy who starts the game in his pants, then goes off to explore Hyrule and save it once he’s done exploring. He’s dressed like a ninja here, but only a little bit. The rest of his clothes make noise, which runs counter to the whole ‘stealth’ thing.
Here are the results of Link’s tour of Hyrule.

 

Shaggy.jpg
This is Shaggy.
It’s a little chilly where he’s at, so his thick coat’s very useful. Shaggy reckons that he’s a guard at the stable and side-eyed the cart in the background just in case anyone suspicious was hiding there.
7/10

 

Doggo in a Cloudy backdrop.jpg
This is Bernard.
He’s more happy-go-lucky than Shaggy, but the pair could be mistaken for each other on an overcast day. The sky was really broody here, ready to rain. Link slept in this stable, hoping the weather would clear up by morning. It did not.
6/10

 

doggo and ninja friend.jpg
This is Radish.
She’s possibly slightly too brave and not very smart. She cannot see the ninja who has crept right up to her. She would be ambush-petted if it was possible.
8/10

 

A horse.jpg
This is Dobbin.
Apparently he is a horse. Link was not convinced.
Horse/10

 

doggo thinks he's a fisho.jpg
This is Karpo, who is apparently a fish. Link offered to throw Karpo back into the water, at which point Karpo decided they were fine being beached. Karpo is a rubbish fish.
Unconvincing Fish/10

 

Wolf.jpg
This is Jennifer. Jennifer is a wolf and not a dog.
No/10

 

Underhut Doggo.jpg
This is Manuel, who is an underhut dog. Link nearly missed him having a fun old time under the hut. He may have been spying on cooking going on inside.
11/10

So to sum up, the Switch itself is a good console, certainly something which I want to play more games on. To be honest, any multi-console releases I want on the Switch just for the portability and the adorable controllers. Legend of Zelda: Breath of the Wild is a game which caught my attention more than any other in a long time. It stuck in my mind after a session of play, making me think about it whenever the console was out of my hands.
That said, there is a glaring problem which has affected my final scoring of the game:

 

Score.jpg

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The Slippery Fish and The Haunted Coaster

I worked for a bank for nearly a decade. For a time, I was part of a group for a project taking place in a mostly abandoned building. The bank was letting their contract with the office run out and had refused to remove any items from the premises. The thought was that it would be too pricy to take the stationary, computers and furniture out rather than pay folks to trash it all at the end of the contract.

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This Marie Celeste of offices felt strange to exist in, just me and a handful of others in a small room on the top floor. There were so many signs of life and whenever we needed another desktop, a fan when it got hot, maybe some new pens, we would go hunting. I would spend my lunch in people’s offices, still surrounded by far too many things of theirs left behind. It was most disturbing when you’d find a personal item; holiday photos, personalised mugs. One office had a purple plastic box which was standard for people changing buildings, but it had been left there at foot level. There were some personal items, a lot of work-based paper and a pair of marbled green pens which were all I looted from there. They were beautiful, a little thin for my large hands to grip onto and they ran out very quickly.

The fourth floor was the best floor. There must have been some attempt to organise things before people were told to leave it. There was a wall of ring binders. This was during the sub-prime crisis, while things were starting and people were paranoid about spending any money. It got to the point where my team back in the building with people and lights and work weren’t able to order new stationary. A legal event had caused tons of people to write in with DPA requests, eager to loophole their way out of their debt. They went crazy for it, whole companies were built on trying to exploit people who wanted a way out of their credit card debt in this method. It was fended off because it wasn’t really all that valid, but it didn’t stop us needing tomes-worth of paper for all of these cases and places to store them in. At the same time, we weren’t allowed to buy plastic sleeves or ‘slippery fish’ to put the files in.

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One day we grabbed a roll of bin bags and guided some of the temps from our old team through the back door where the security guard wouldn’t see. Our company wasn’t the main one in the building the security guard for our floors was in a small side room, watching Supernatural and reminiscing about his days as a guard in a mental hospital to anyone who would listen. It was easy enough to get half a dozen people past him. We snuck up, took all the slippery fish that we could fit in bin bags. We took replacement parts for several PCs which needed mice, monitors and keyboards back at the office, then fled.

The fourth floor became populated as our project for closer to release. No longer was it a weird haven of stationary flanking a large table filled with empty beer cans and signs of an impromptu leaving party. Programmers flocked in, creating PCs out of the trash around them and walls out of anything which wouldn’t work.

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Things were alive, but only slightly and only on the fourth floor. Our floor and the one below still held enough mysteries to keep things interesting. One of the times we were on a stationary run in an abandoned floor, I found a table where it looked like people were half way through a coffee round before they vanished. An open jar of cheap coffee going mouldy, several cups nestled together on a tray in preparation. Right next to them was a cup on a desk which had been moved tactfully towards the others, still on a coaster. Someone hinting about being included in the coffee run. Someone who didn’t know they would all be mysteriously gone before anyone would get a drink.

The coaster the cup was on looked cool. It was green and a little tattered at the edges, like it belonged to an older time despite being here. There were faded rings from all the cups which had been on it before. No one who owned it before was here, no one would miss it. I took the green coaster to use with my drinks in our small room. A nicer coaster was found at one point, but I liked this one, so I took it to my desk back in the building where my old team were. When I did overtime, I could use it. A colleague and I had been chatting about whether the coaster itself was haunted and had caused the disappearance of all the workers. It looked out of place, after all. I told him that if we went back to the old office for overtime and everyone had vanished, leaving a large circle of human teeth and small piles of dust, I’d know not to disturb old looking objects in the future.

The security guard who loved Supernatural, the history of aircraft carriers and conversations about his former jobs had overheard these conversations between my colleague and I. One day he gave me a transparent plastic coaster with a clipart picture of a cup of coffee on it.
“That’s a real haunted coaster,” he said.
I looked at it, dubious. I generally avoided conversation with the guard. He was pleasant and his stories were entertainingly odd, but I would enter the building five minutes early and reach my desk fifteen minutes late after talking to him.
He was giggling. “Turn it round,” he said.
I did and the reverse of the coaster had a clipart ghost on it and the word, “BOO!” in a spooky font. He fell about laughing. I kept my own haunted coaster, but thanked him anyway.

My team were not consumed by the haunted coaster, although talking about this theory loudly in front of them led to some small resentment of it. When my team was disbanded and I was reassigned it followed me. It’s still in the office where I now work, a reminder of my experiences in that strange building.

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The coaster has fallen apart over the years. Still no ghosts though.

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A Real Game

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I play and review a lot of games and I love a good bit of meta-fiction, so when I heard about a game about a game which only needed you to print out 40 pages and follow the instructions on them, I was intrigued.

This game took me on a journey I wasn’t really expecting, but which stuck with me ever since. It made me love the work of Caitlynn Belle and understand a little more about my own issues. It’s comparable to The Stanley Parable and The Beginner’s Guide.

Read my review here, on Who Dares Rolls.

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Lord of the Rings LCG

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I’m not the biggest Tolkien fan, although I was raised in a house with a huge fan. My mum named our dog Bilbo and our cats Sam & Gandalf. She painted a mural of Rivendell on my bedroom wall which was there for most of my time living at home. So I feel a kinship for it, even though there are definitely better fantasy series.

The Living Card Game however, has become a massive addiction for myself and my lodger. We’ve been hooked on the game since I was introduced to it at CabinCon 2015.

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I finally got round to writing a review of it at Who Dares Rolls, which can be found here.

 

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