Posts Tagged ‘UK author’

Special Offer

David J Rodger is a British science-fiction and dark fantasy author with seven novels under his belt. LULU have all of them available to purchase in paperback via their online store.

- The Guardian called his work “Atmospheric and Creepy”

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LULU are offering a tasty 20% discount

on paperbacks purchased through their online portal

For any order

Just use coupon code SILEO at checkout

(code is case sensitive)

Offer Ends 2nd May 2013

This is a great opportunity to grab any of my 7 novels, anthology of short stories, RPG work and any other authors who publish through LULU – in one awesome literary grab.

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If you’re a fan of the Cthulhu Mythos then why not try my latest novel: The Black Lake.

the black lake a cthulhu mythos fiction ghost story by british sci-fi dark fantasy author David J Rodger

A novel

“The Black Lake: where only death survives.”

Order a bookstore quality paperback from LULU with 20% discount.

Full description & customer reviews on official website

The Earth has been ravaged by an event known as Yellow Dawn. Ten years later, survivors are putting lives back together and probing the frontiers of a new Wilderness; whilst overhead the orbital colonies slide across the sky, removed and unaffected. Five men leave the fortress island of Malta on an expedition to the sub-Arctic waters above Scotland. They intend to undertake scientific observations of an alien meteorological phenomenon that has followed the apocalyptic event. What they find is a cosmic horror that seethes amongst the shadows of a shattered Earth. It is a story of escape and wonder, of madness and terror.

BUY THE BLACK LAKE TODAY

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Go back to the start

Alternatively, if you’re interested in my first novel you could try God Seed.

Cover of God Seed, new fiction for cyberpunk horror by David J Rodger

View on Lulu

“Mankind will be judged, and smitten and cleansed”

Order a bookstore quality paperback from LULUwith 20% discount.

Full description & customer reviews on official website

I wrote God Seed in 1996: it is a tense, tightly packed thriller following a documentary film-maker as he tries to complete a new project: filming corporate mercenaries operating in western Europe. What starts as an action-packed campaign quickly descends into horror and madness as the film-maker is drawn into a conspiracy that goes far beyond the political, religious and ideological boundaries of neo-Nazis and Islamic fundamentalists, propelling him out beyond Earth, into the very heart of darkness.

BUY GOD SEED TODAY

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An entire universe to discover:

In between God Seed and The Black Lake are a number of novels that share and create a common universe for your imagination to roam, enjoy and find new thrills and terrors within. You can find a complete list of my work, including précis and customer reviews, on my official website.

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Click to browse paperbacks on LULU storefront

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If you’re keen to try these novels in digital format then you can buy all these titles at Amazon with a choice of currencies, $ US Dollars; or £ GB Pounds, or the Euro.

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David J Rodger – DATA

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Looking for something new or coming back for more…

LULU are offering 30% off any hardback today

 purchased through their online portal

For any order

Just use coupon code 20DEC at checkout

(code is case-sensitive)

Offer Ends Today

This is a great opportunity to grab the special hardback edition of my RPG, Yellow Dawn – The Age of Hastur.

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If you’re a fan of the Cthulhu Mythos, Cyberpunk, Infection apocalypses, zombies and survival horror, then why not try this much praised role-playing game. It works either as a standalone system or as a setting for your own RPG system.

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Hardback version of Yellow Dawn The Age of Hastur

Available exclusively from LULU

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Product Link: http://www.lulu.com/shop/david-j-rodger/yellow-dawn-25-special-edition-hardcover/hardcover/product-20012076.html  (Don’t forget Discount Coupon Code 20DEC)

YELLOW DAWN – THE AGE OF HASTUR

The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began… YELLOW DAWN: This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger. FEATURES: The Influence of Hastur; Medical theories on the Infection; Zombie surges; Comprehensive scavenging system; Computer hacking and drug abuse; Non-human characters; Enhancements through cyberware and bioware; Weaponry, equipment and armour; Complex political, corporate and quasi-religious tensions; Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos — the Cthulhu Mythos.

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An entire universe to discover:

YELLOW DAWN  fits into a raft of novels that are set before and after the apocalyptic event.  In between God Seed and The Black Lake are a number of novels that share and create a common universe for your imagination to roam, enjoy and find new thrills and terrors within. You can find a complete list of my work, including précis and customer reviews, on my official website.

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Got Kindle?

If you’re keen to try these novels in digital format then you can buy all these titles at Amazon with a choice of currencies, $ US Dollars; or £ GB Pounds, or the Euro.

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David J Rodger – DATA

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June 2012 – Bestseller

Dog Eat Dog a post-apocalyptic crime thriller with Cthulhu Mythos horror by British Sci-Fi Dark Fantasy author David J Rodger

Available in paperback or Kindle

June saw a battle for top spot between my hand-picked collection of short stories – Songs of Spheres, and the post-apocalyptic crime thriller, Dog Eat Dog, which is the first novel to be set within the world of Yellow Dawn (Mad Max meets Blade Runner; Earth ravaged by the Cthulhu Mythos).

Dog Eat Dog won out in the end with a combination of paperback sales through LULU and Kindle versions through Amazon.

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Other News

I finished a new novel earlier this week. The Black Lake.  Now going through proofing and review.  So far, great feedback… it’s a fast read with the tension building up nicely.  I’m aiming to release it before September 2012.

I’m now working on the next novel.  Rise of the Iconoclast.  Another one to be set in the world of Yellow Dawn.  A rip-roaring romp of post-apocalyptic cyborgs, holding together as a bandit crew and heroes for hire. Very different to what I normally write. But I like the challenge.  I’ve got my crew defined and relevant bits fleshed out – so watch this space for updates as the story evolves.

CREW OF THE GINNY – aka Genie

  • Izaäk Raske
  • Hariwald Hlavač
  • Tristão Steinsson
  • Malthe Herriot
  • Nikias Solberg

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Dog Eat Dog takes place in the near future, after the Earth has been devastated by a viral pathogen unleashed when a corporate cargo hauler crashed into the atmosphere; breaking up as a fireball across the sky, it showered Southern Europe and North Africa with a deadly rain of infected debris. Ten years later, over seventy percent of the human population is dead and only a handful of cities survive intact. So called ‘Living Cities’. The vast majority of human habitation is abandoned to the undying creatures left mutated through a brutal twist in the infection. Greed and corruption are left hovering over this bleak and brutalized domain and a cosmic horror is now free to infiltrate the remote abandoned corners of the Earth. Above this, the orbital colonies spin within artificial gravity wells, impartial observers, unaffected by the shocking events below. Within this mix the lives of two survivors collide: a renegade intelligence agent and a cold-blooded master of violence, shaping events with their virulent hunger for money and desire to carve their name onto this new world.

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British sci-fi author David J Rodger - Dog Eat Dog - cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn

A novel

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David J Rodger – DATA

gangland punk or gritty contract killer - blurring the boundaries between cyberpunk and contemporary violence image by danielle tunstall

image copyright danielle tunstall – all rights reserved – click for full size

Part of a series of images from the liquid metal, carb0-plastic, hydrogel and permacrete core of visual creators on the Internet.  Images that stir my senses and evoke plots and concepts for what I’d like to see (or fear) in the future.

On the surface it’s just a gritty street thug welding two guns in blissful, narcotic and booze fuelled, re-enactment of some scene in a movie or console game.  This could be anywhere today. But look a little closer.  No gang tattoos.  The man’s face is as cold and immobile as granite  – not a wild-eyed sneer of delusional glory in sight.  The guns are well-maintained, high-end manufacture but not customised; easy to dispose of.  The skin of those hands is possibly smeared in a quick drying gel to seal away DNA imprinting.  And the blur speaks of potentially enhanced synaptic responses; a nervous system laced with graphene allotropes, the chemical inserted through nano-clusters grown to plunge along blood vessels and sink through flesh and muscle tissue to find the correct bonding sites.  A frenzy of limited self-replication. The agony of nerve fibres burning in a storm of biochemical re-engineering at the molecular level.  All of this via a slap-patch or pen-like needle stab a few moments before the conflict occurred. The quickened reaction time enables the killer to sight both weapons correctly in what could be the blink of an eye.  Bang bang.  You’re dead.  Killer sinks back into the context of the urban environment he’s selected to take down his target.  A bare-chested thug.  No heads turn.  Weapons tossed away – unused bullets retained. It’s all over before anything had the chance to begin.

Yet another stunningly simple and powerfully evocative image from Danielle Tunstall.

It also makes me think of the semi-professional street gangs and paid-thugs I introduced into my cyberpunk thriller novel, Iron Man Project.  The sweltering oven and poverty of the Southern Euro Zone, where organised-crime syndicates conscript anyone willing to carry a gun and use it; and in turn, these clusters of armed men covertly hired by corporations to fight dirty wars on public streets.

Danielle Tunstall has a vast repository of images she’s created and showcasing on her website, definitely worth a look if you’re into the darker side of Cyberpunk, verging on horror, smeared in blood and infection.

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Sci-fi cyberpunk futuristic thriller with corporate warfare using mercs - Iron Man Project by British author David J Rodger

A novel

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David J Rodger – DATA

Work in progress

Earlier on this year I launched the new version of Yellow Dawn RPG (2.5), something that took a year of my life and blocked any other creative projects. Now I’m free to write novels again, I’ve been enjoying the process with gusto.

I was in the incredible island nation of Malta earlier this month week, a tiny speck of land in the middle of the Mediterranean, with 7,000 years of history pressed down on top of it. Visited many parts of the island(s) but also got to spent a lot of time on the sundeck of the hotel roof, 7 floors up with expansive views of the ocean on two sides.   Whilst there I came up with the idea for a novel, working title: The Black Lake.  A post-apocalyptic ghost story. A consortium of private businesses put together an expedition to a remote Scottish island in the sub-Arctic. Five men leave Malta (of course) to undertake scientific observations of a strange and alien meteorological phenomenon that followed the event known as Yellow Dawn.  It’s a story of escape, wonder and terror.

I’ve also been working on a novel (working title: The Social Club) set in the post-apocalyptic London – Yellow Dawn – where the Power of Eight have taken control and created a very Orwellian state of control. It’s a political thriller with a detective as the main character. I wrote two chapters of this before going to Malta, but now it’s on pause whilst I get into the flow of The Black Lake. Not sure if I’m going to dance between the two of them or just focus on one at a time.

Then last week, driving down to Hayling Island on the south coast of England with my lady, I was just drifting with my mind, eyes glazed, staring at the countryside, a flock of birds keeping pace with the vehicle some distance away – rapid flash flash flash of intervening trees. And I started to think of an idea of being chased by a swarm of drones. That led to who was I? Where was I? Why were they chasing me?  Etc. And then bam. An idea formed that I spent the rest of the car journey scribbling down. Another Yellow Dawn novel. A bunch of ex-military troopers in full-borg conversions, now flying around in a battered aerodyne – always hungry for fuel and excitement, and the big gig that will allow them to step change their lives.  Then a random encounter with a foolish man, they discover an unusual object – a shard of technology. They’re told it is part of the original casing of the Dragon Breathe AI.  And they’re not the only people -or things – coming to look for it.  A bit of a guns and technology romp with hopefully a light-hearted vibe to the characters.  Working title: Rise of the Iconoclast.

Meanwhile, during the week in Malta I had a chance to focus a lot of attention on Oakfield. That’s a pre-Yellow Dawn novel, actually the prequel to my first novel God Seed that I wrote in 1996. Oakfield will be a horror story set in a coastal town in Cornwall (south west England), involving the alien machinations of the Mi-Go.  I’ve got a full plot sketch done.  All I need to do now is map it onto individual chapters and finalize character traits and tensions.

Just before going to Malta I was able to do the same with a novel called Proteus Syndrome.  A pre-Yellow Dawn tale that is a natural follow-on to the corporate-political thriller Iron Man Project.  The legacy of Jean-Luc Korda and his private corporate army.  Another glimpse of Xici Carthew and the Carthew Alliance within UTOC (United Table of Commerce).  A team of mercs are sent to a Greek island that was recently bought – wholesale, and the local population relocated despite great howls of protest – by a German military defence corporation called KOIG.  KOIG are apparently developing some kind of unique crowd control / riot diffusing technology through the application of synthetic biology. The merc team go in to snatch a sample.  What they find is an island of horrors – linked to a brutal political play by senior members within a UTOC alliance.

There’s one more. Working title: The Cameraderie of Wolves. A post-Yellow Dawn story that focusses on two survivors, both involved in the sim-stim entertainment industry (a next gen movie experience, where users wear a dermatrode skull wrap or “plug-in” to experience playback of a movie, as if they’re directly in the movie themselves – think Brainstorm (1981) or Strange Days (1995). One is a new rising star, scooped up after staggering out of the wilderness into the bright lights of a Living City. The other’s star is in descendancy; once a big name before Yellow Dawn, she survived and then tried to become bigger but only became a diva – now the companies want to get rid of her and her infuriating demands to make movies based on human interest…rather than the fast-moving adrenaline paced sim-stims of zed-baiting and dead city runs.  I’ve only got a rudimentary plot-structure for this, hand-written notes spread across several pages of different notebooks.  So it still needs a lot of work.

So, work in progress:

  • The Black Lake
  • The Social Club
  • Rise of the Iconoclast
  • Oakfield
  • Proteus Syndrome
  • Camaraderie of Wolves

Lot’s going on. Hopefully I’ll be posting out samples of The Black Lake soon.

Djr

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David J Rodger – DATA

Work in progress

It’s a wonderful grey and rainy day. Perfect reason to stay in doors and carry on my love affair with my laptop. Did something rather off-range for me the other night; drank coffee late, stayed up late and started writing a new novel (no working title yet) based on the idea of a political crime investigation taking place within the mega-settlement of London [post-Yellow Dawn].

It’s an interesting concept because in the world of Yellow Dawn, London is the headquarters of, and dominated by, the outlawed business cult Power of Eight Group. Anyhow, I’ve no idea what’s going to happen with this new piece of work because I don’t have any characters or plot mapped out. I’m just going with a gut feeling. Very unlike me. Rather exciting though.

Meanwhile, other things on the cook: {Proteus Syndrome} fleshed out notes I made during meeting with scientist and mapped them onto the plot structure for this small part of the novel. Sent ideas back to scientist for sense-checking and they came back with solid thumbs-up. So I’ve got something horrible and yet plausible to drop onto my characters. I’m also continuing the process of shaping the plot ideas into a step-by-step sequence and writing this down.

{Yellow Dawn } the synthetic biology bolt-on rule system will be next on the to-do list, to compliment the nanomech system. Also playing the game a LOT more now that I have a new secondary group in the ancient Roman city of Bath. This has led to a podcast which is generating further interest. I’m hoping to use the podcast’s to target folks who’ve always wondered what role-playing games were about but never got round to playing them. A way in, to a new world of entertainment – hopefully.

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David J Rodger – DATA

Bolt-On Module

Yellow Dawn – The Age of Hastur, first published in 2007, is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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This bolt-on is available as a free download in PDF format.

download_PDF_of RPG rules for resolving chases and mob attacks

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The purpose of this bolt-on is to introduce two new forms of technology into the world of Yellow Dawn.GMs are free to state that this technology has been around for a while and is prevalent, or, alternatively suggest it’s only recently percolating down from Deep Space and Living Cities with strong O-Zones.

Synthology is the science of taking existing genetic code and modifying it to create customised organisms.  Bioware is a specialisation of Synthology, focussing on developing systems for the human body; the wider field of Synthology develops a range of organisms from bacteria engineered to clear up toxic spills to complex “creatures” capable of undertaking certain tasks.  Synthology has issues with general public disliking and not trusting such organisms; the general “mutated” and “monstrous” of these things can be a real barrier to consumer taste; to the point where there is a new specialisation in the science called Aesthetic Synthology: developing creatures that are pleasing to the eye.  The creation of Carbons comes under Synthology. There are also the moral and ethical issues with how much intelligence and free-will do such artificial yet living creatures be given?  Corporations, always keen on profit and the bottom line, are less discerning about such issues, so a lot of dark, lonely corporate facilities will have “things” grown to perform tasks: from cleaning and repairs through to sentry duty.

Nanomech- dense clusters of nanotechnology working together in a highly flexible and adaptive relationship to create larger structures

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Nanomech refers specifically to dense clusters of nanobots working together in a highly flexible and adaptive relationship, to create larger structures, including computer devices, sentry systems, drones and reactive armour (such as Bronson Arms Flash Armour) and adaptable living quarters in a few orbital residences and many deep space habitats (typically only the wealthy).

The nanobots are composites of chemical polymer molecules and advanced metal alloys.  It is predominantly a non-organic technology.

Nanomech can be bought pre-configured; “ready-made” to fulfil a particular function. Or it can be bought or made in a raw un-configured state; developers then write or download templates to get the Nanomech to behave in specific ways – essentially allowing you to create flexible technology that can evolve from one shape and function to another.

Nanomech technology is relatively recent development on Earth.  Part of the backwash of advanced technology coming from deep, deep Space and the Borgendrill Enigma. (GMs can change this if desired).

The risks of weaponised Nanomech being developed and used by terrorists has led to some draconian laws about the classification and legality of certain types of Nanomech. In summary, Nanomech is legal so long as it does not possess the ability to disassemble other matter in order to replicate itself or create new compounds.

Disassembling and replication (DisRep) is constrained to specialised nanotechnology units, called nubs; creation and distribution of DisRep nubs is tightly controlled, and licensed.  Misuse of DisRep nubs or being in possession of unlicensed units carries severe punishment by authorities across the board, from UTOC to the UDP.

AUTHOR NOTE (19th April 2012): This bolt-on system is very much a work-in-progress. Nanomech has been completed but requires game-testing; Synthology is yet to be written at this point.  I’ll provide updates via my blog; so follow if you want to keep informed.
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Download in PDF formatdownload_PDF_of RPG rules for resolving chases and mob attacks

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sci-fi cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn - Dog Eat Dog by British author David J Rodger

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David J Rodger – DATA

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Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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Bringing old-skool RPG to a new audience

Up until a few days ago Simon Edwards had no idea what it meant to try and roll a critical on 1d100; or how the bounce and tumble of three dice could determine how he visualised the strength, appearance, constitution, dexterity, and other attributes of a character – his creation – that is to live and breathe within the consensual hallucination that is called Role-Playing.  And yet now, this fresh-faced, if rather hairy 20-something year old is delving deep into a new and utterly unchartered world of imagination and spoken narrative; where infinite interactions and permutations – consequences of such actions – are determined by the outcome of dice.

It’s not a computer game. There’s no passive absorption of quickly rendered graphics through a hard-screen. There’s no joystick to clutch, no device responding to Pavlovian urges to react to explosions and other visceral stimuli.

There’s just a small group of people in a room: one game-master (GM) and some players. And even the physical reality of the room fades out of awareness as the imagination takes control and weaves the most incredible visuals from the spoken words.  It’s magic, living and breathing magic.

But if you’re an experienced role-player I don’t need to tell you this. You already know.  As does Adam Lee, the other player in the new  Yellow Dawn group that’s just started up in Bath: a historic and ancient Roman Spa town in the South West of England.

So there’s two threads to this story. One is about a newbie getting into tabletop RPGs for the first time, and the other is about an existing RPG-head getting into the world of Yellow Dawn for the first time.

What’s unusual about this group is that I’m the GM.

It’s unusual because I’ve got a long-standing player group (1995 onwards) who get together every 3 weeks or so to spend an entire Saturday in the world of Yellow Dawn; and because any other spare time I have I’m normally working on new material, either for the RPG or the novels I write. So to get involved in a new group is a significant investment for me; but, I’ve just spent the past 5 years working like there’s no tomorrow and I’ve decided I need to ease off and free-wheel a little. Have some fun.

And I am. Having fun.  I hadn’t really thought-through what I was starting when I agreed to run a new group.  First session: one player, Simon Edwards, has never touched an RPG – has no experience of the terminology or concept; these aren’t hard things to grasp, you just have to have a desire to learn new things and it was great to see Simon grinning broadly as the lights switched on behind his eyes. I think he’s rapidly seeing the vast potential for fun (and intense thrills and horror) that role-playing can provide.

Likewise with Adam Lee. He knows RPGs but neither he or Simon know the world of Yellow Dawn. I couldn’t rest on my laurels and just start laying out a scenario knowing the minds of the players (and spirit of the characters) are already meshed with the fabricated universe.  I had to start from scratch, build-up the world in their minds, sell-the-idea, and ultimately achieve a suspension of disbelief. It was actually quite nerve-wracking.  What if I failed?  What if they wrinkled their noses and went: that’s a dumb idea, this sucks!

I’m pretty confident I’ve succeeded. The chaps are coming back for more and they’ve now started recording the sessions so that they can create podcasts: it’s a novel experience for me rolling dice and keeping all my papers and notes squeezed between big fat table microphones, bundled cables and diffusers.  Not sure I’ll listen to them.  I don’t think I could stand to hear myself waffling-on and making bad attempts at NPC accents, but I’m really chuffed that Simon and Adam are taking the time and making the effort to put them together.  Not just because I hope it’ll expose Yellow Dawn to a wider audience and ultimately drive up sales; but because I genuinely hope there’s a chance, however small, of seeing a new generation of young, brilliant minds, hungry for “new things” and jaded with two decades of computer generated visuals and restricted story arcs, turning their attention to the limitless excitement (and social real-space interaction) of RPG.

None of the podcasts are ready yet; we only started this week, but I’ll post up a link when there’s something to listen to.

Simon Edwards

Simon_Edwards_RPG Virgin loses his cherry in the post-apocalyptic world of Yellow Dawn

Simon Edwards

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Adam Lee

Adam Lee Experienced Roleplayer and Guitarist from Birds of Ares UK Indi

Adam Lee (far right) - Image: Birds of Ares

Interestingly, Adam Lee is the keyboard player in the UK indi band Birds of Ares.  Check out their official video below.  Kind of stuff I listen to when racing around in my Rocket.

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Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos. Purchase or Preview via LULU.

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Songs of Spheres

FOR IMMEDIATE RELEASE

 

British Sci-Fi & Dark Fantasy author David J Rodger presents his favourite occult horror, cyberpunk and Cthulhu Mythos creations in a collection of short stories.

 

 

HAYLING ISLAND, UK—MARCH, 2012— British Sci-Fi & Dark Fantasy author, David J Rodger has compiled a collection of short stories that spans a 15 year period of his writing career. Songs of Spheres contains fifteen personal favourites, hand-picked by the author and presented with a brief introduction to each story.

Songs of Spheres A collection of short stories by the Sci-Fi and Dark Fantasy author David J Rodger

Availble in paperback or kindle format

The stories in Songs of Spheres knit together into a patchwork of thrills and terror, and fit seamlessly into the near-future universe of all Rodger’s large works– where the Sci-Fi sub-genre of Cyberpunk often meets the cosmic horror and brooding tension of the Cthulhu Mythos – or the bloody butchery of demons and the insane.

There are spooky graveyards; Mythos entities masquerading in human form; a hidden Great Old Ones disturbed by the foolish exploits of youth; there are demons hacking into the human mind through technology; and madmen and mad women, executing their insane plans; there are distant astronauts trapped on a vessel with a kill-or-die choice; prejudice against non-human life, a sort of biological racism; and there is one man’s view of the end of reality.

The enigmatic and dangerous concept of Hastur – the Great Old One from the wider pantheon of the Cthulhu Mythos, also known as the King in Yellow, makes a startling appearance in the final three stories.  Specifically, revealing the mysterious influence of Hastur on the Earth-based survivors of the apocalyptic event known as Yellow Dawn.  These stories tie into the universe of the role-playing game, Yellow Dawn, and the scenarios, campaigns and novels written within it.

Link to Publicationhttp://www.lulu.com/product/paperback/songs-of-spheres/18948585

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ABOUT AUTHOR

David J. Rodger is a British science fiction & fantasy author and game designer best known for his novels set in a near-future world of corporate and political intrigue. So far he has published six novels.  Rodger’s contributions to the Mythos include the creation of new Great Old Ones in the novels Edge and Dog Eat Dog, and the use of the Outer God Nyarlathotep in the novel God Seed. Rodger has also written Murder at Sharky Point, a murder mystery game. Rodger spent 8 years working for a non-departmental government agency, developing a virtual communications service within the IT Division, before moving into commercial project management for a UK media company. In 2000 Rodger’s presence on the Internet got him a place in the BBC documentary Through The Eyes of the Young, directed by Chris Terrill. Rodger now lives in Bristol, England, with a Braun coffee-maker, writing from a house on a hill with a view of Earth’s curve.

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download PDF press release British Sci-Fi & Dark Fantasy author David J Rodger presents his favourite occult horror, cyberpunk and Cthulhu Mythos creations in a collection of short stories

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Also available for Amazon Kindle: US ($), UK (£), DE (Euro), FR (Euro)

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Bolt-On Module

Yellow Dawn – The Age of Hastur, first published in 2007,  is an RPG written by sci-fi & dark fantasy author David J Rodger – it blends the Cthulhu Mythos and cyberpunk genres in a post-apocalyptic setting. Learn more…

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This bolt-on is available below formated to this blog theme, or you can download it in PDF format.

download_PDF_of RPG rules for resolving chases and mob attacks

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This bolt-on is a optional, self-contained system to provide GM’s with a swift way of resolving any kind of chase between participants on foot, taking into consideration the risk of colliding with terrain features (city or rural) and endurance – the ability of one participant to outrun another regardless of sprint speed. It also provides guidance to GMs who want to deploy a mob into a scenario – how they behave, how they can be talked down and how they fight when angered.

 

In the following document, the people doing the chasing are pursuers and the people being chased are the prey.

Cut to the Chase

This is the system in action. Explanatory notes and tips follow this.

Any chase will require a number of Challenges before the people being chased are considered to have gotten clean away. For a very crowded environment, probably riddled with doorways and alleys, where getting away doesn’t need much distance to form, then only 1d6 Challenges are required. But the GM can ask for 2d6 (settlement or open urban area) or even a whopping 3d6 Challenges (this would be a very large location, probably with very few obstacles and very few opportunities to lose the pursuers).

How badly do the pursuers want to catch their prey?  If the pursuers want to HURT the prey then add +2d6 to the number of challenges required to get away; if the pursuers want to KILL the prey then add +3d6 Challenges.

Range is also a factor = The Escape Ceiling: if the Distance between Prey and Pursuer ever reaches +20 or more then the chase is over – unless the GM has extenuating circumstances.

Each Challenge

[1] Check for falling foul of Terrain: every participant in the chase must roll 1d20+DEX and score more than the Terrain Difficulty Rating (a value set between 5 and 20).  If they fail to do this then they have collided with, fallen over, tripped, snagged or been struck by some aspect of the immediate terrain environment.  The GM should narrate what this is, as appropriate.   There could be some damage involved but the direct consequence is a loss of 1d3 points of Distance.

[2] Compare CON values, adjust range and check for fatigue: the prey should roll CON+1d20.  Every pursuer should do the same.

Every 5 points of difference here (ignore fractions) either increases or decreases the Distance between pursuer and prey, depending on which scores the higher value. The higher value is the winning value.  If the Distance ever reaches 20+ then this particular chase is over (unless the GM has a reason to keep it going).

RISK OF FATIGUE:

If the CON + 1d20 value is LESS than the number of Challenges performed so far: then the participant has suffered CRAMP (reduce effective CON by 2 for these Challenges and -20% on all physical skill checks); if this happens again then they suffer SEVERE CRAMP (COOL check to continue, -5 CON); and if again, go into FATIGUE, no longer run (see Yellow Dawn rulebook).

[3] Check for large hunt mass inserting fresh pursuers at a close Distance.  This is optional and should only be used if there is a large number of participants involved in the chase who have split off into convergent routes in an attempt to head-off the prey; or if there are other participants in the area (local community infiltrated by gang members or cultists) or other participants can be swiftly inserted into the area (police support, etc).

If used, the GM should roll 1d20 for every Challenge.  If the value is ‘1’ then another group of pursuers will intercept the prey’s position, coming in at a distance of 1d3 behind the prey.  In certain circumstances, the GM may increase the target number  from ‘1’ to ‘3’ or ‘5’ or even ‘10’, making it more likely that another group can intercept.

When Distance Reaches Zero

The prey is caught.

When NPCs are the prey: then the actual capture should be played-out using the combat system. The NPC is likely to fight unless Intimidated into submission (see Intimidate skill in Yellow Dawn rulebook) or realises to fight might be futile.

When Characters are the prey: the treatment depends on whether the pursuers want to Restrain, Hurt or Kill the characters. There are notes for handling each of these below.

Making a Run For It

If a character or NPC isn’t exhausted, hasn’t been securely restrained, hasn’t been subdued through violence or made submissive through Intimidation, then they are free to make a run for it at any moment.

This forces an opposed DEX check.  If the prey wins then they get away with [Distance] being 2: however, the pursuers get at least 1 round to use ranged weapons – if this is appropriate.  If the prey fails the opposed DEX roll, then pursuers get one grapple or other close-proximity attack before the prey gets away with Distance of 1.  And so the Chase Begins Again!

Supportive Notes

 

Define the NPCs

The GM should determine the following factors:

  • DEX for any NPCs (this can be one value for all NPCs)
  • CON for any NPCs ( “ “ )

Note: An Average Human Sprint is 12 metres per round, with exceptional being 18 metres per round or faster.

How difficult is the Terrain?

Value of 3 to 18.

Is it cluttered or free of obstacles? This definition applies to urban and rural terrain, from walkways packed with café tables and busy roads, to fields made uneven by tussocks and ditches, and difficult by fences and dry stone walls.  The GM should select a value between 5 (empty) and 20 (heavily cluttered, very difficult) or roll 3d6+2 to determine random values that allow the GM to create a freestyle narrative as the chase unfolds.

The measure of distance

Rather than getting bogged down with the exact number of metres between different individuals and groups of people, the distance is a value from +1 onwards.  Anytime Distance reaches Zero means that the pursuer(s) have caught up with prey.

Setting the Distance at the start of a Chase: One or more people (prey) make a run for it.  What is the initial Distance between prey and pursuers?

Every 10 metres is +1 Distance.

Especially Fast Participants?

If one participant has a sprint / run speed that is 6 or more than any others, then that person will automatically gain or close the Distance by 1 unit every Challenge.

Running as a Group

If characters (or NPCs) want to stick together as a group whilst sprinting in pursuit, or sprinting to avoid capture, then three rules should be applied:

[1] All members of the group must use the lowest CON amongst them.

[2] Any time a member of the group is caught up by terrain, then the group must “stop and help” – losing Distance as one unit – otherwise they plough on leaving the fallen behind.  Stopping and helping reduces the Distance lost by 1 point.

[3] At any moment there is high-stress, a direct threat, then all members of the group must make a COOL check to be able to stick together and work as one.

Anybody who FAILS the COOL check: must make a LUCK roll to find themselves continuing along with the group even though they momentarily became a separate unit.  If the LUCK roll fails then they actually veer off in a different direction, the fight or flight survival instinct pushing them along with tunnel vision unaware that they’ve left the others.

Treat this person as a separate unit, alone and without the support of others.  How they find the main group again depends on the local circumstances; LUCK could be a big part of it; IDEA could also help. Did the team have a structured rendezvous and regrouping plan?  Do they have communication devices?

LEADERSHIP:

Anybody with a Leadership skill check can attempt to use it to override the failed COOL check of others; in other words, they have the ability to see what’s happening, see the group fragmenting and shout, “Hey, you, on me, on me! This way!” with enough authority to cause that person to follow. One Leadership skill check required per individual character (who has failed a COOL check).

Finding a Hiding Place

The Distance needs to be 5 or more before it is possible to jump into a hiding position (if the GM states this is even feasible).  Using hide makes use of the Hide / Evade/ Move Stealthy skill and opposed Awareness skill checks (see Yellow Dawn rulebook).

When does the threat pass?

If the chase was a small group who sprint off in pursuit unaware that the prey has found somewhere to lay low, then the threat is more or less over straight away. But there’s a still a chance the pursuers might suspect what has happened and backtrack; alternatively, the prey might be in an area where there is a high proportion of potential hostiles.

Chance of pursuers heading back to check for hiding places? If the pursuers want to RESTRAIN the prey then chance is 1d6 x 5%; if the pursuers want to HURT the prey then chance is 2d6 x 5%; and if it’s to KILL then chance is 3d6 x 5%.  The GM can add +20% for large number of pursuers; +20% for technological support; +20% for a local population who are sympathetic to pursuers; alternatively if the local population is sympathetic to the prey, then reduce chance by 3d6 x 5%.

The chase is back on: distance will be 1d3 unless there is a reason why the prey are remaining hidden for a significant period of time (another opposed Awareness skill check against Hide / Evade / Move Stealthy).

Getting out of a hot zone

Value of 3 to 18.

This is defined as the prey finding themselves in a location surrounded by a population that is either all hostile, or contain elements who are potentially hostile.

It comes down to what is the chance of a hostile reaction if the prey is seen on the street?  The GM should determine this as a value between 3 (unlikely, population either unaware of what prey looks like or mostly uninvolved in this situation) to 18 (entire population is hostile and very aware of what the prey look like).

The prey then needs to make their way out of the hot zone (the area where they are at risk of being spotted creating a hostile reaction; this could be a small market place; a whole settlement or a neighbourhood in a Living City).

Typically every 100 metres will force a risk of being “being recognised” unless, the prey can demonstrate a way of covering the distance without being seen by the population.  This could be through using Hide / Evade / Move Stealthy skill, but such a skill check will suffer a penalty of -20%, -40%, -80% or even -120% depending on how the GM sees the chance of moving without detection, how busy the area is, how much cover there is, how alert the population is to the risk of prey moving amongst them

NOTE: failing such a Hide / Evade / Move Stealthy skill check not only forces a chance of being recognised, but also adds +20% to it because of the way the prey are behaving (acting suspiciously).

When a Mob Wants to Restrain

This happens when Distance reaches Zero.

If characters want to resist (without using dangerous weapons) then they have 1 chance to create an opportunity to MAKE A RUN FOR IT: at which point the Chase automatically continues.

This chance is based on a 1d100 roll against a value of:

  • STR + DEX + INT
  • + / – the success or failure of a Persuasion skill check (bluffing); this is entirely optional.

Any character that rolls beneath this value:

Is still captured by the mob but they’re not beaten, they’re treated with a slight amount of respect (you’re tough; you might be the wrong guy, etc); and when the character(s) reach their next destination with the mob around them, they’ll have a positive opportunity to attempt escape if they wish. More importantly, the mob won’t take bags or equipment, although they will have removed any visible dangerous weapons.

Any character rolling beneath 1/5th the value:

Is able to make a clean escape. The Chase may or may not continue against them.

Any character who fails to roll beneath the value: is given a bit of a beating by the mob for resisting; the mob wants the character subdued.  The character takes 1d6+3 hits, each doing 1d6 Stun damage.  It ends with the character having everything portable taken from them and being securely restrained.  They are now classed as subdued and cannot act freely until they roll a ‘1’ on 1d20, one roll per minute; and even then it requires a COOL check to take any action that might result in further beating.

If a character decides to use a dangerous weapon to encourage escape, then see those rules further on.

When a Mob wants to Hurt

This happens when Distance reaches Zero.

The character(s) have done something that has angered the people in the mob.  The characters have no chance to escape unless they decide to use dangerous weapons (see below). Otherwise the mob surges over them with a barrage of blows.

For the next 1d6 minutes the character suffers a sustained beating; most likely curled up on the floor after dropping down, or being knocked down.  After the experience comes to an end the mob will disperse, quickly or slowly (GM’s call), leaving the character bloodied and bruised, clothes dirtied – maybe even ripped away.  There is a risk of broken bones and internal bleeding, of lost teeth and swelling on the brain.  Confidence can be damaged leaving the victim anxious, angry and upset.  At the very least the character will have facial bruising, black eyes, split lip that linger for a week: making it evident they’ve been in a fight (this may inspire dislike in some, or sympathy in others – GM decision, or use NPC motivation score in Yellow Dawn rulebook).

The GM should go through the following list, applying effects where required:

  • The character suffers 1d4+1 injuries, each delivering 1d3 HP’s of damage.  Do not roll for hit-location unless appropriate.  Armour has no effect because the mob will either remove it; or target their hits to vulnerable areas.  Of course, a character may have other means of absorbing or deflecting damage; these should be considered.
  • Regardless of how much HP damage is sustained by the character, use the above value (1d4+1 x 1d3 HP) as the risk score for what follows.  These risks are based on the physical violence rained down on the character, including being grabbed by hair, neck and limbs, stamped on, dragged and repeated blunt force trauma.
  • Clothes ripped from body or at the very least ruined: if you roll beneath Risk Score x 5 on 1d100.
  • Broken jaw: if you roll beneath Risk Score on 1d100 (see expanded notes below).
  • Smashed teeth: if you roll beneath Risk Score on 1d100 (-1 APP until repaired by dental surgeon)
  • Lacerations to face bad enough to cause permanent scaring –  from being dragged by legs, and by head smacking off a solid surface (wall, ground): if you roll beneath ½ Risk Score on 1d100 (-1 APP permanent).
  • Knocked out: if you roll beneath Risk Score x 3 on 1d100 (lasts until you can roll ‘1’ on 1d6, one roll per minute)
  • Beaten into a coma: if you roll beneath ½ Risk Score on 1d100 (lasts until you can roll ‘1’ on 1d20, one roll per day; suffer -20% to all physical and mental skills for 6 months after waking up)
  • Suffer internal bleeding or swelling of the brain that is life threatening: if you roll beneath ½ Risk Score on 1d100 (see expanded notes below)
  • Make an Anxiety roll, using the Risk Score as a penalty DM, or suffer the loss of 0/1d6 COOL.  (Those using this with CoC can swap Anxiety & COOL for the Sanity score.)

Broken Jaw

This requires 6 weeks to heal, during which time the victim’s jaw is wired shut, and they cannot eat solids.  -40% penalty DM to any communication skills.

Internal Bleeding / Swelling of the Brain

The victim will feel unwell, suffering -40% to all skills and all vital stats are halved. They will be unaware of the injury until somebody makes a MedTech skill check to recognise the symptoms.

The injury poses a serious risk to the victim. Every hour the GM should roll 1d20. On a ‘1’ the victim will collapse, barely conscious, and wracked by unbearable pain. This only gets worse. After 3d20 minutes the victim will fall into unconsciousness and enter a coma. After another 3d6 minutes the victim will enter Cardiac Fibrillation suffer a heart-attack and then going into Death Stage 1.

The injury can only be “cured” with Emergency Surgery (count as ‘serious wound’ for cost).

When a Mob wants to KILL

This happens when Distance reaches Zero.

It’s a horrifying and sickening experience. The character becomes a bloodied rag-doll at the hands of a violent crowd.  For the next 1d100 + 4 minutes the character suffers a sustained beating to the point of being subdued.  At this point the character will then be murdered, either through acceleration in the violence, or through something more dramatic.

At the very least the character will have significant facial bruising, deep lacerations to head, body and limbs, and broken bones. Clothes (and armour) will be torn from the body.

Make a LUCK roll.  If failed, the character is hung, set-alight, beheaded or some other gruesome and unavoidable route to death.  If they succeed then there’s a chance they might survive.

The GM should go through the following list, applying effects where required:

  • The character suffers 1d6 injuries, each delivering 1d6 HP’s of damage.  Armour has no effect because the mob will either remove it; or target their hits to vulnerable areas.  Of course, a character may have other means of absorbing or deflecting damage; these should be considered.
  • Still alive?
  • Each limb has a 05% chance of being broken.
  • Suffer 1d6 Major Complications.  Use the hit-location table (in Yellow Dawn rulebook) to determine where these occur.  Some of these can be fatal.
  • 20% chance beaten into a coma: lasts until you can roll ‘1’ on 1d20, one roll per day; suffer -20% to all physical and mental skills for 6 months after waking up)
  • Make an Anxiety roll with a penalty of -20, or suffer the loss of 1d3/2d6 COOL.  (Those using this with CoC can swap Anxiety & COOL for the Sanity score.)

Using a Dangerous Weapon Against a Mob

A character will automatically hit.  Just roll damage for 1, 2 or 3 rounds of attack (the mob takes time to react to the fact there’s a deadly response taking place).

Total the amount of damage done. This can  be combined with other characters launching dangerous attacks.

If the Mob wants to RESTRAIN: multiply total damage by 5.

If the Mob wants to HURT: multiply by 2

If the Mob wants to KILL: multiply by 1

The resulting value is the % chance of making an escape as the mob opens up around the character(s) like a wounded creature.  Those characters escaping will gain a distance of 1d6+3 before any chase resumes (due to chaos and confusion and fear within the Mob).

Enraging the Mob

There is also an immediate 40% chance that a Mob that wanted to RESTRAIN the characters now wants to HURT them; or that wanted to HURT now becomes want to KILL.  This is the biggest risk from using dangerous weapons.

Failing to Escape

After the 3 rounds of deadly unchecked attacking comes to an end, the mass of the Mob swarms over the character(s).  They suffer an additional level of violence against them, on top of anything else that may come their way.

  • Sustain 2d6 Hits delivering 1d6+1 Stun.

How much of the mob died or was injured?

If the GM wants to know this, then every 10 HP delivered by the dangerous weapons leaves a mob member seriously wounded; every 20 HP delivered leaves a mob member dead. There may be legal ramifications of this after the fact.

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Download this in PDF format

download_PDF_of RPG rules for resolving chases and mob attacks

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# # #

Yellow Dawn The Ageof Hastur Primary Rulebook

Available from LULU

YELLOW DAWN – THE AGE OF HASTUR: The Earth has been ravaged by viral pathogens, the death of billions observed by the orbital colonies and deep-space habitats that were largely unaffected by the Outbreak. Terrified of infection, nobody came to help. Less than 30 percent survived the first few weeks. Then came the 2nd Wave of infection, spreading steadily outwards from the impact points, and that was when the horror really began…

This book is crammed with everything you will need to create characters, run scenarios and experience horror and adventure in the fictional world of David J Rodger.

FEATURES: Narrative examples of key themes • The Influence of Hastur • Medical theories on the Infection • Zombie surges • Dead Cities • Wilderness survival • Comprehensive scavenging system and how to repair or build things with resources • Backgrounds and motivations of government bodies and corporations • Computer hacking and drug abuse • High-tech immortality options • Non-human characters • Enhancements through cyberware and bioware • Weaponry, equipment and armour • Complete character generation and development system • Complex political, corporate and quasi-religious tensions • Schools of Elemental Magick, occultism, demonology, and the alien horrors of the Outer Chaos – the Cthulhu Mythos. Purchase or Preview via LULU.

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Yellow Dawn - The Age of Hastur - an original RPG set in the post-apocalyptic world of British Sci-Fi Dark Fantasy author David J Rodger

Available from LULU

A couple of weeks ago I was sitting in one my favourite haunts, the Grain Barge, floating on the edge of Bristol’s stunning inland harbour; supping a pint of malty Milk Stout, I was making a final review of the freshly launched new edition of the primary rulebook for Yellow Dawn. Version 2.5.  The sun had set with a blazing show of colour and it was now night, the waters of the harbour black and reflecting the full moon above like an undulating mass of curved glass.

I was working with Nice Guy Tony, a bloke whose been involved in my RPG-creation-exploits since I first started developing something called Game back in 1996.  11 years later “Game” became “Yellow Dawn” after a recent addition to the crew, Hagen (now called GBH), came in and broke Game – leaving me staring at a bunch of disparate systems that had grown up organically without any consistenst structure.

Having Nice Guy’s opinion on the new edition was vital for me: I needed a thumbs-up to push away the niggling fear that comes with delivering a product to market.   He spent three hours flicking to every section he didn’t recognise: there’s been a significant amount of new material added to this version.

The response was very positive.

He then went on to talk about what he feels really makes Yellow Dawn unique from other role-playing games he’s dealt with.

It set off a spark in my skull that made me realise that this was what I’ve been told by many others.

It might sound strange to you that I hadn’t considered these myself, but it’s often the case that when you’re so close to the woods – you just can’t see the trees.

I’ve always run games with the character rather than the player in mind.

That might sound obvious, but when you’re sitting in a physical location with a bunch of people, some of whom are stronger in personality, communication skills and alpha-aggression than other, more timid, thoughtful and socially challenged players,  you can easily lose sight of the characters, who are invisible constructs existing within a fictional world setting – all operating on the stage of the imagination.

In other words, big blokes and mouthy woman can dominate a game (or big women and mouthy blokes), leaving smaller and quieter people in the background – even though their characters – the fictional people they’ve created to represent them in this imagined universe might be world-ranking negotiators or capable of intimidating Charles Bronson with the flex of a brow and steely gaze.

Physical reality can override the consensual hallucination of the storytelling.

I prefer to bring the imagined, phantasmal-reality to the forefront of every player’s mind.  And I believe I’ve created an RPG that gives any GM the tools to do this too, if, and only if, the GM has the desire to do so.

There’s also the situation where a player will invest a lot of points in interesting skills during character creation – but they almost become wasted because most scenarios rarely require employ these skills.

So I strive to bring interesting skills into the heart of the game system – not just fluttering in the whimsical breeze of scenario writers.

And I think I’ve achieved this.

Here are the USPs of Yellow Dawn – according to the voice of others:

  • First Contact
  • MADS
  • Integrated scavenging and utilisation of resources to sell, build or repair.
  • NPCs given autonomy from GMs personal whims.
  • Virtual Contacts
  • Media interest

First Contact

First Contact is based on natural INTELLIGENCE, APPEARANCE and POWER (Charisma), where interpersonal communication and “likeability” allow characters to leverage influence with the NPCs they meet.  Characters can be pro-active, knowing they’re about to meet somebody important and use every gram of flair and charm (if they have any); or, characters can rely on a retrospective roll, if they think “damn that was a really cool person to get to know”.

MADS

Every character has a COOL score that can be eroded through encountering the horrors that lurk within the world of Yellow Dawn – not just the Cthulhu Mythos but also the dark elementals and demonic forms of the Quantisphere.  This erosion of COOL is caused by Anxiety.  However the latest edition of YD allows you to enhance Anxiety checks with “filters” based on Morality, Stress and Depression, giving characters far more granularity.

Integrated scavenging and utilisation of resources to sell, build or repair.

There is a comprehensive system for extracting resources, raw and specialised components from buildings and other items. These can then be sold for profit or used to build and repair other things – allowing characters to utilise skills they would normally rarely use within game. Survival is an every day experience.  Using your abilities to achieve this is key.

NPCs given autonomy from GMs personal whims

Quick systems like NPC motivation and NPC Potential give the GM a structure to run NPCs outside of their normal thinking patterns. It disengages an NPC from the core personality of a GM, keeping players on their toes – because they can no longer predict how all NPCs will behave.

Virtual Contacts

If a character can create interesting articles (Composition), take photos or videos of experiences, perform research and document their findings – and if they can find a way of uploading this material to the Internet, then they might find they become the focus of high-tech people who take an interest in stories “from the wilderness” or orbital and deep space folk with a passion for all things Earth since Yellow Dawn took place.  Conversely, if the characters ever blog about an issue or put out a call for help; there’s a chance that this invisible, anonymous group of watchers may be able to step in and do something.

Media Interest

Whether the characters want it or not – their activities can draw the attention of the media, from small rag-tag wannabe journalist in a survivor settlement bashing out printed copies of a newsletter with a home-made Guttenberg press, through to global media corporations with satellite surveillance and powerful on-screen personalities expressing their views on what the characters may (or may not have) done… and so shaping the opinion of people the characters get to meet.  Savvy characters will exploit this to generate an income stream or gain access to influential contacts; other characters do everything they can to remain below the radar.

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There’s some of the key USPs of Yellow Dawn.

Take a peek at the official webpage or preview the first few pages of the rulebook via LULU.

If you want to know (and play the campaign to uncover the truth) what caused the event known as Yellow Dawn to happen, you should purchase the massive globe-spanning campaign Shadows of the Quantinex.

Shadows of the Quantinex a major globe-spanning RPG for Yellow Dawn The Age of Hastur

And if you really want to get the teeth of your brain to mesh with the vast imagined universe of Yellow Dawn – take a look at the novel Dog Eat Dog, available in paperback or Amazon Kindle  US ($), UK (£), DE (Euro) .

cover for Dog Eat Dog, new fiction for SSF with zombies written by David J Rodger

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David J Rodger – DATA

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WiP: it’s the weekend. huzzah. Got wonderful fire-glow of dawn sun burning through the mist hanging around the house right now: emerging view of nearby hills, fields and below me the urban sprawl of Bristol. Going to be nailing a few (hopefully) quick little articles and bolt-on rules for Yellow Dawn. Later: the walk around harbourside me and lost inside my own mind fleshing out the next three novels.

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Cyberpunk futuristic thriller corporate warfare using mercs - Iron Man Project by British author David J Rodger

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David J Rodger – DATA

WiP: working on a special release hardback edition of YD rulebook. Had the first proof through from LULU. Looks bloody good but I felt the back cover needed some more work.  The cover is heavily blacked out and is intended for people who know and love the world of Yellow Dawn.  So I’ve refined the design and requested another proof from LULU. Should be with me in a few days and then I can make a call on whether to launch it or not.

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UK sci-fi author David J Rodger - Dog Eat Dog - cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn

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David J Rodger – DATA

WiP: fleshing out ideas for the novel Proteus Syndrome. I’ve got a great character hook; characters trapped by the circumstances within the novel and now forced to push forward to survive; but now need to expand the idea of a remote bio-research facility and a mercenary raid that goes wrong; badly wrong. Jean-Luc Korda is going to make a return to the stage following the novel Iron Man Project. So I’m smiling and scribbling notes like a madman.

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David J Rodger – DATA

New rules within Yellow Dawn – The Age of Hastur

I’m currently running the fabulous Call of Cthulhu campaign, Horror on the Orient Express within the post-apocalyptic universe of  Yellow Dawn – The Age of Hastur.  I’ve made a number of tweaks to the original story, primarily to spice things up a little with my own particular flavour and to stop my players using the Internet to find out what’s happening and what’s coming next.

Side note: I’ve already seen a few looks of shocked realisation on a couple of faces and the story veers off in quite an unexpected direction *dark smile*

I also made changes to be able to incorporate a luxury train journey on the Orient Express in a landscape left to become a new wilderness by the event known as Yellow Dawn.

Playing since last summer, the players have come to realise they are being stalked by several individuals and entities; they suspect the latter are Mythos are in nature, and have successfully identified one as being a member of the Great Magi, a new non-human species I’ve introduced into Lovecraft’s Cthulhu Mythos via the Yellow Dawn rulebook.

As such, very little is known about The Great Magi, and their inclusion in the YD universe only gives a brief description at the moment.  You can download a free Yellow Dawn supplement called Monsters of the Mythos from the official Yellow Dawn webpage.   I’ve written some expanded notes but these haven’t been included for release yet.

Yellow Dawn - The Age of Hastur - RPG free download supplement - Monsters of the Mythos Monsters of the Mythos: (New) This free to download supplement expands upon the concept of the Cthulhu Mythos, introducing a raft of new Great Old Ones, Outer Gods and non-human species for characters to encounter. Download
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What this means is that the characters have something very dangerous and with significant Mythos powers on their heels, a thing that is shadowing every move they make. They realise that it is likely to try and make a move against them very soon.
But how do they stop it?
Many games will resolve this with a gunfight.
A few will offer up the idea of a scroll or spell or some kind of arcane conjuration that can defeat the entity.

These are possible, but the gunfight is likely to end up badly for the characters and the scrolls, spells and conjurations – well, what are they, where are they and how can the GM justify introducing them to a group of player characters who are mostly ignorant of the Mythos?

I developed a relatively quick system that allows characters to use Research to explore an unknown subject; with the hopeful result that the GM hands over information they can use and exploit – if their Research is good enough.

This system is a new addition to the Yellow Dawn rulebook, included in the recently released new edition (version 2.5).
I’ve extracted it and placed it below for you to use or modify as you wish.

In this particular case, the character, Josh, is using the Internet to try and find a way of defeating or weakening the Great Magi.

See below and go to:
Using the Internet for Research
If looking for the answer or clues to some kind of general query:

I rolled 1d6 to see how many successes Josh needed to get a full account of what the Great Magi is.
He had to make 5 successes.

It took him a few weeks to achieve this; every attempt taking up 4 hours of “within game” time – and he quite often failed, despite having a high Research skill, due to a low amount of Mythos skill.

Finally, after getting 5 successes I revealed the following:

  • The Great Magi have the ability to phase between different locations at will. They can’t time travel but they can step-out-of-nowhere to appear in any particular place – attack – and then depart again.
  • The Great Magi have vast knowledge of magick, but when hunting, which involves an important sense of honour and tradition, they only use Captivate  and Illusion style operations.
  • The  Great Magi normally do not kill indiscriminately but select a target and hunt them using basic skills and the “natural weapons” of their true form: claws and powerful jaws ridged with sharp teeth.
  • This particular Great Magi has been corrupted by centuries of worship of the Skinless One (an aspect of Nyarlathotep) and is not behaving entirely within tradition; it is rogue.
  • The Great Magi have a psychic carrier wave allowing them to communicate with others of their kind across vast distances. However, it is uncertain if this particular Great Magi will be using this – if it is indeed a rogue.

Using the Research system, Josh was then able to target any one of these things with a view to finding a way of reducing the ability or removing it entirely.
Josh decided he wanted to tackle the Great Magi’s ability to phase in and out of locations; restricting its ability to ambush.
My thoughts are this:
1d6 successes would give Josh the ability to reduce an ability by 20% (he finds a sigil that radiates a negative influence against the Great Magi).

Any critical successes could go towards increasing the penalty against the Great Magi ability – or removing it entirely.
It all depends on what kind of narrative the GM can dream-up to validate the crunchy numbers of dice rolls and dice modifiers.
For me,  this adds more tension to the scenario rather than just giving away one thing that acts as a silver bullet to all of the character’s problems.
But that’s just me and my style of GMing.
With time, Josh could use Research to identify every bit of information available about the Great Magi and find ways to reduce or remove their abilities, but, time is running out.

Using books & Scrolls for Research

Occult & Mythos documents contain the clues to other operations – even if they’re not actually listed as being included in the document.  A student could piece together the knowledge of an operation from reading, comprehending, and understanding; then, studying the content they have learned to deduce further information – such as an all important “command” or “dismiss” invocation.

It works like this.  The GM states how many “successes” are required in order to piece together enough information to give you the details of a complete operation. This is entirely down to the GMs discretion but as a rule-of-thumb:

For the Occult:

      Any Minor Operation: requires 1 success

Any Significant Operation: requires 2 successes

Any Major Operation: requires 3 successes

For the Mythos:

Any Commune: requires 1 success

Any Conjure: requires 2 successes

Any Command: requires 3 successes

Any General Operation: requires 4 successes

Any Render: requires 5 successes

Any Dismiss: requires 6 successes.

Definition of Success

Pick up a book or scroll that’s relevant (Occult or Mythos).  Roll 1d100 and try to score beneath the “+ to skill” value.  If this fails then that document doesn’t contain anything relevant to the information you’re seeking; the document can not be used again for this particular query – although it can be used for future queries regarding different operation.  This takes 4 hours to deduce, either way.

If the 1d100 roll did score below the “+ to skill” value, then the document does contain relevant information. Now try to extract and comprehend the required piece of information; to do this, you need to spend 4 hours studying the document followed by a relevant skill check (Occult or Mythos).  If the study roll fails, you can try again, spending 4 hours on each attempt until successful.  That is the definition of 1 success.

If you require more “successes” then you can try to use the same document again, by rolling 1d100 and scoring beneath the “+ to skill” value. However, as soon as this is failed, the document can no longer be used for that line of enquiry.  You’ll have to move on to a different document.  The more documents you have in your library, the better chance you’ll have of piecing together disparate bits of information into the operation (or solution) you’re after.

Don’t forget, if this is an operation you’re after: you’ll then need to learn it (see earlier in this chapter).

Clarity DM: any operation that’s been stitched together from different sources may contain flaws, either contained within the original text that you failed to detect or inserted through your own lack of knowledge.  For any operation assembled through this method, make one Occult or Mythos skill check (whichever is relevant); if the skill check succeeds, then the operation is flawless, if the skill check fails, then write the amount failed-by down beside the operation as its Clarity DM.  This will impact your ability to learn it – and has further consequences when a person comes to use the operation.

Using the Internet for Research

Specifically, research that involves Occult or Mythos themes.  The trouble with the Internet is the vast amount of rubbish that clogs up any search-filter.  It needs to be picked through, validated and then studied to extract any real informational value: does the bit-of-detail you’ve found actually help you answer your query?

Every Research skill check takes 4 hours.  It is very hard to find valuable data online. The GM may apply a DM based on the difficulty of what is being researched.

If successful: the value of the 1d100 dice roll for the Research skill check also needs to be equal to or lower than your Occult skill or Mythos skill (whichever is relevant).

If the one dice roll is successful on both counts, then continue:

What do you find?

      If looking for the answer or clues to some kind of general query: then you have made 1 success; this may be enough, you may need more; the GM will know how many successes any particular query needs to become fully resolved.

For example: if a character is being harassed by some Mythos entity and wants to know what weaknesses it might have; the GM decides the character needs to make 5 successes to find an answer.  This can be done through “using books and scrolls for research” or online research.  Note: there may be no actual answer to this query written down in a scenario; but the GM should feel confident to “dream one up” if the character manages to find… something.

If looking for “+ to skill”: the GM should roll 1d6.

[1 to 5]: you come across a fragment of knowledge that has an effective “+ to skill” of 1d3%. It has a basic reading time of 1d3 x 4 hours.  It has a Clarity DM of (3d6-10) x 5%, in other words, rolling an 18 would give a penalty on clarity of -40%, probably due to bad translations from the original source text.  There is a 1% chance that is contains an operation of some kind.

[6]: you come across a pay wall demanding 3d6 x 10 credits for access to the information.  If paid, then make a LUCK roll otherwise the thing is bogus and a waste of money.  If genuine, then you come across a curated piece of information that has an effective “+ to skill” of 1d3+1%. It has a basic reading time of 4 hours.  It has a Clarity DM of (2d6-10) x 5%, in other words, rolling an 12 would give a penalty on clarity of -10%.  There is a 2% chance that is contains an operation of some kind.

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Dog Eat Dog by British sci-fi author David J Rodger cyberpunk crime thriller set in post-apocalyptic world of Yellow Dawn

Available in paperback from LULU or Amazon Kindle

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Book Review

A fan from Arizona, USA has written up a wonderful review of Dog Eat Dog, my 5th novel but the first to take place in the world of Yellow Dawn – The Age of Hastur.

This is one of the most engaging stories I’ve read in a long while that I couldn’t predict what was coming next. Intricately woven together and so deftly pulled apart by the shocking end as the story is unfolded. Dog Eat Dog is unlike anything I have read before and does an amazing job of immersing you into the dichotomy of the universe. The reader is pulled into two worlds: one of the technologically driven and seemingly untouchable powers that can afford to not get their hands dirty, and the other the grimy and terrifying existence of reality outside the safety of walled cities. The atmosphere of this story sticks with you long after you’ve put it down, the world is fully fleshed out and tangible and the characters even more so. I highly recommend this book to anyone who enjoy fast-paced action, intelligent intrigue, and relentless in-your-face storytelling.

Source: Samantha Rule via LULU store

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Dog Eat Dog - sci-fi dark fantasy novel set in the post-apocalyptic cthulhu mythos horror universe of Yellow Dawn

Available in paperback or Kindle

Paperback : from LULU & kindle: US ($), UK (£), DE (Euro)

DOG EAT DOG { novel } takes place in the near future, after the Earth has been devastated by a viral pathogen unleashed when a corporate cargo hauler crashed into the atmosphere; breaking up as a fireball across the sky, it showered Southern Europe and North Africa with a deadly rain of infected debris. Ten years later, over seventy percent of the human population is dead and only a handful of cities survive intact. So called ‘Living Cities’. The vast majority of human habitation is abandoned to the undying creatures left mutated through a brutal twist in the infection. Greed and corruption are left hovering over this bleak and brutalized domain and a cosmic horror is now free to infiltrate the remote abandoned corners of the Earth. Above this, the orbital colonies spin within artificial gravity wells, impartial observers, unaffected by the shocking events below. Within this mix the lives of two survivors collide: a renegade intelligence agent and a cold-blooded master of violence, shaping events with their virulent hunger for money and desire to carve their name onto this new world.

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David J Rodger – DATA

There is something about this city, Bristol, that suits the moody fusion of chrome and blood – the defining hallmarks of cyberpunk and dark fantasy.  I’m sure any resident of every large urban conurbation could say the same about where they live, but this is my stamp for Bristol. And I’m passionate about it – to the point where I’ve placed significant scenes from three novels in Bristol; and, most recently, I’ve just launched a new novel that is almost entirely set in this richly diverse and colourful city: Living in Flames.

Bristol horror and cyberpunk - Living in Flames a novel by British Sci-Fi and Dark Fantasy author David J Rodger

Available in paperback from LULU or Amazon Kindle

Bristol: it’s where water meets land, where river folk and wealthy tourists mingle with office workers and artists; and the grand mansions and edifices of a maritime history weathers gently down through the centuries.

Bristol is a blend of timelines; modern “ergonomic architecture” and ancient crumbling stone facades that stretch back to Medieval times.  The Knights Templar trained fighting monks on the reclaimed marshlands of Temple Meads.  A reconstruction of the 15th century caravel, the Matthew, sails up and down a harbour that has existed since the creation of Saint Augustine’s Reach in the 1240s, traversing these waters as she once did in 1497 when John Cabot Giovanni Caboto left Bristol to sail to North America.

There are Victorian ruins dotted along the harbour, bombed-out shells left over from when German aircraft dropped high-explosives during the Second World War.  There’s the sociopolitical philosophy of Banksy and others daubed and spray-stencilled on the concrete canvas of the city streets, street art defining the thoughts of the early 21st century and linking to similar icons of expression, through photographs and blogs; Bristol hooking into the hub of the global village.

There are cobbled streets that glisten on rainy nights in the alabaster gleam of a full moon, with rusting ironwork – black as ink against the shadows that choke old alleyways – that can be a hauntingly perfect example of how lost Carcosa can overlay itself and merge with human reality.

And there are demons – walking askew, with lop-sided grins on badly scarred faces, hooded tops hauled over barely human heads, usually mistaken for down-and-outs until you glimpse the slithering features where a face should be.

The notion of corporations existed here long before The Corporation gained human rights several thousand miles away in Santa Clara in 1886.  And here there is a Heart of Darkness: trade at the price of human misery and suffering.

Bristol, like many large cities has periods of history it would rather not dwell upon.

In contrast, recent history shows the city with an ever swirling churn of new people, the introduction of new blood and new ideas; and the pervasive energy of home-grown creative and commercial talent.  Bristol doesn’t boil. It simmers. Caught in the expanding tension of the next big thing – as new ideas ignite – against the crushing gravity of a universal law of reality: the heavy weight that often leads to the closure and collapse of newly born things.

All of my novels works are placed in the time-frame of the near future that’s just around the corner; classed as science fiction fantasy, they hunker comfortably within sub-genre trench of cyberpunk… riddled with the violence that comes out of resistance, when corporate, government and private agendas collide, or when such entities reach into the personal world of individuals who have the resources to fight back.

Bristol fits this genre perfectly.  Bristol sits squarely on the cyberpunk dark fantasy map.

You can download a press release for Living in Flames  – a Bristol horror story – here.

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PRODUCT LINKS

Living in Flames is available in paperback from LULU or in Amazon Kindle US ($), UK (£), DE (Euro), FR (Euro).

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Work in Progress

It’s been a pretty awesome weekend. Enough mist and eerie weather to keep me happy and enough sunshine to put a smile on my face. In the background to walking 12 miles I’ve completed a compilation of short stories called Songs of Spheres, 15 hand-picked favourites of mine. And, rather excitingly, I’ve also put together a special edition hardback version of Yellow Dawn 2.5. Just waiting for proof copies to arrive from LULU before I officially launch. Still no time to do any formal PR or marketing for YD2.5 or the recent novel launch (Living in Flames), too mad busy fleshing out the avalanche of new ideas. All good though. Watch this space. Djr

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Work in Progress

I’m making great progress and having a lot of fun with the new murder mystery game: Mayhem at the Manor. It’s an idea I had last Sunday at Hayling Island, supping a dawn mug of coffee and gazing at the sea.

Also fleshing out bullet point plot point of Camaraderie of Wolves, the next planned Yellow Dawn novel; and mapping chapters for the next novel I’m actually going to be writing – called Oakfield, it’ll be a tale of Mythos terror set in Cornwall and is a prequel to my first novel God Seed.  And, as of Monday – I’ve been struggling to cope as I’ve now got another bloody novel idea brewing, this one called Proteus Syndrome… and will feature one of my favourite characters Jean-Luc Korda and ties into the 3rd published novel Iron Man Project.

So lots going on inside the old cranium but I’m glad for the ideas and so taking time out from what I should be doing to get them down. What I should be doing is promoting the launch of the new version of Yellow Dawn (2.5) and the launch of the new novel, Living in Flames; in fact I’ve done barely any marketing because I’ve been so busy with this storm of ideas.  Actually I’d appreciate a little help here. If you can spare 30 seconds, and would like to help, could you blog, tweet, stumble, digg or just plain-old tell your friends about either Yellow Dawn or Living in Flames?  Here’s the links to promote if you can:

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YELLOW DAWN – Role-playing game

Press Release: The post-apocalypse just became a lot scarier: new version (2.5) of Yellow Dawn – The Age of Hastur is launched

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LIVING IN FLAMES – Sci-Fi & Dark Fantasy novel

Press Release: A 300 year old horror comes back to stalk the streets and subterranean tunnels of Bristol – Living In Flames, a new novel from British Sci-Fi Dark Fantasy author David J Rodger

Right, time for another coffee and then back to the comical insanity of Mayhem at the Manor.

Djr

Work in Progress

Mayhem at the Manor – a new murder mystery game. So I’m indulging my pleasure rather than continuing with the grind of building a wave of PR for last month’s release of Yellow Dawn 2.5 and the new novel Living in Flames. Tedious, necessary… but right now, I want to have some creative fun. So Mayhem at the Manor is this morning’s treat. More generally I’m finishing off Songs of Spheres (short story collection); fleshing out new YD novel idea called camaraderie of Wolves; and prepping for the next novel I’m planning to start writing soon, called Oakfield – a prelude to God Seed.

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David J Rodger – DATA