#RPGThursday – Reflections on The Klingons (FASA, 1983)

Star Trek Adventures, the latest RPG version of Star Trek, is currently (as of this posting) up for pre-order from Modiphius Entertainment. I participated in part of the Living Beta playtest, and made comments herehere, here, and here. Truth be told, I never really warmed to the system, and after somehow being dropped then re-added to the playtest when I dropped again I didn’t make an issue of it and finish the playtest campaign.

A quick look at the products page for STA indicates that Modiphius is focusing on the Next Generation-era of Trek. I find this unfortunate; in the living playtest I choose the The Original Series-era because it is my personal favorite.

Why The Original Series? Well, first off, my Star Trek gateway was actually via the Star Fleet Battles wargame. My first Star Trek RPG was, coincidentally, Star Trek: The Roleplaying Game from FASA. Both of these games have a very different (non-canonical) take on the Star Trek universe. Of the two, I prefer to RPG in the FASA setting. That setting is embodied to me in one key supplement and one book.

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Personal Collection

The supplement is The Klingons (1st Edition, 1983) written by John M. Ford, Guy W. McLimore, Jr., Greg K Poehlein, and David F. Tepool. The Klingons supplement was published a year before Mr. Ford’s novel The Final Reflection (Star Trek Worlds Apart #1). The Final Reflection was the first “official” Star Trek novel to explain the Klingon Empire.

The early-mid 1980’s was an interesting time in the lore of Star Trek. The “canon” of the time consisted of The Original Series, The Animated Series, and the movies Star Trek: The Motion Picture and Star Trek II: The Wrath of Khan. So when it came time for FASA to produce their Klingon sourcebook, they had a real challenge. As the Introduction from The Klingons says:

In the process of presenting interesting stories featuring Klingons, the series gave us only a few tantalizing looks at the culture and history behind the individual characters. In The Savage Curtain we meet Kahless the Unforgettable, the ancient Klingon who created his race’s traditions of treachery and tyranny, but we learn virtually nothing else of Klingon history. Klingon technology is revealed in bits and pieces in the series, but Klingon social customs remain a mystery.

To further confuse matters, STAR TREK: The Motion Picture introduces us to an entirely different breed of Klingon – less human in appearance and demeanor with even greater savagery in battle. It is a brief glimpse to be sure, before three D-7M battlecruisers are obliterated by V’Ger, but it opens a whole new chapter in the Klingon saga.

So what was FASA’s solution to this problem? Call in an old friend; in this case John M. Ford, former roommate and then-author:

When we discovered we were working on parallel projects, we couldn’t resist collaboration of sorts. Thus, the research on the Klingon Empire for his upcoming novel The Final Reflection (from Pocket Books) became the basis for the background material for this expansion set….The research-sharing went both ways on the project, with background data on the STAR TREK universe in The Final Reflection sometimes based on data presented in STAR TREK: The Roleplaying Game. In this way, the STAR TREK universe inhabited by game players and the novel’s characters remain consistent, and support each other in richness of detail. Thus, what you hold in your hands is not just a game supplement, but is also background on the Klingon Empire. With its detail and background supported by both the game framework and a major piece of professional STAR TREK fiction, it can lay claim to being an “official” look at the universe.

Within The Klingons and The Final Reflection there is a lot to unpack. From “the perpetual game” of society that all play to the “naked stars,” (“If there are gods they do not help, and justice belongs to the strong: but know that all things done before the naked stars are remembered”). One must understand kuve – servitor (not slave) – as well as tharavul (labotomized Vulcans made into living computers). This Klingon society is deep with meaning – and adventuring opportunity.

As the Star Trek universe developed, and especially in the Next Generation-series, the depiction of the Klingons changed (although Memory Alpha states Ronald D. Moore, eventually a producer for ST:TNG, claims The Final Reflection did influence him). What  I see is that instead of the Ford Klingons like Captain Kreen we get Worf – Space Samauri. When I look at the two settings…I only really see one choice.

It would be easy to get into a canon war at this point, but I look back on – and game by – the advice given in the Designers Notes to Star Trek: The Roleplaying Game:

…in the long run it will be the fans who decide what is and what is not STAR TREK for their campaigns. Feel free to change even basic assumptions if it suits you. Don’t be offended if we state something as “fact” that does not fit with your personal image. Simply run your campaign to suit what STAR TREK means to you. It’s your campaign, and we are by no means the final arbiters on such matters.

So with that thought, I say “no thank you” to Star Trek Adventures and look forward to welcoming back an old adventuring friend.

Kai FASA. Kai Ford.

#BookFinder July 2017

IMG_1705This Fourth of July holiday weekend I found a few books to add to the reading list and collection.

The French-Indian War 1754-1760 and The American Revolution 1774-1783 are both from the Essential Histories-series by Osprey Publishing. The author of both books, Daniel Marston, appears to be a professor of Military Studies at the Australian War College. Thus, these books are not written from a US perspective. This is a good thing; I strongly believe that reading other views of US history is useful for learning more about ourselves. I found these two at McKay’s Used Books where Osprey items are a bit pricy but often in good condition.

Bill O’Reilly’s Legends and Lies: The Civil War is a very new book (May 2017) that I found for a mere $9.99 at Costco. Being sold so cheaply so soon after release could be a bad sign. The few reviews on goodreads.com are generally positive but I will reserve judgement until after I read this one.

I have a wargame pre-order in for the second edition of Academy Games Conflict of Heroes: Storm of Steel! – Kursk 1943. So when I found The Battle of the Tanks: Kursk, 1943 at McKay’s I picked it up to help read-up on the battle in preparation for the game release later this year. It’s far more detailed than what is gamed in Storm of Steel! but it will also be useful for my other new game acquisition, Panzer: Game Expansion Set, Nr 2 – The Final Forces on the Eastern Front 1941-44 which expands Panzer (Second Edition) from GMT Games.

 

 

#WargameWednesday Retroactive – Hammer’s Slammers (Mayfair Games Inc., 1984)

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Courtesy BGG.com

After looking to create a Hammer’s Slammers hover tank in #CepheusEngine RPG last week, I decided to pull out my “real” Hammer’s Slammers wargame. I kinda remember playing this one several times when it first came out but it never reached the same status in my mind as the Yaquinto Panzer-88-Armor-series that my friends and I played so much. Much to my surprise, this simple game actually packages great depth of gameplay.

Hammer’s Slammers is a true hex-n-counter game using small counters, a thick modular mapboard, and a 2d6 Combat Results Table (CRT). There are four forces provided; Hammer’s Slammers (blue), another Mercenary Force (red), and two Conventional Armies (green and tan). Interestingly, there is no scale designated although units look to be platoon/battery organizations and each hex multiple (?) kilometers.

Hammer’s Slammers is taken straight from the first book. Hover Tanks, Combat Cars, Infantry on hover scooters, and Hover Self-Propelled Artillery. The “Red” Mercenary Force is the same plus optional Large/Small guns (for indirect or direct fire), Howitzers (indirect fire only), or a Self-Propelled Calliope (for Counter Paratrooper or Counter Artillery Fires). Slammers and Mercenary units generally pack more firepower, have better protection, and come with superior speed. Conventional Forces use Tracked Tanks, Armored Cars, Armored Personnel Carriers, Large/Small Guns, Howitzers, Tracked Self-Propelled Artillery, Wheeled Self-Propelled Calliopes, and towed Calliopes. This mix of units lets one recreate many of the battles found in the books where the technologically superior but numerically inferior Slammers fought against other mercenary or conventional units.

The main rulebook is 16 pages long, but the first nine are reprints of the “Interludes” found in the original Hammer’s Slammers book. This leaves seven pages of two-column text and tables for the rules. Every turn each player sequentially resolves their action in the order of Rally (Moving Player) – Paradrop & Counter Paradrop FireMove (Moving Player) – Ranged Combat (All Players – Indirect Artillery & Counter Artillery Fire – Direct Fire) – Close Assaults (All Players). Once all players have gone the next turn begins.

Units that are Disrupted in Combat can Rally. For this each force has a Morale Number that must be rolled above on 2d6. Many scenarios have a variable Morale Number based on increasing losses – the more units lost the harder it becomes to rally a unit. A simple mechanic that doesn’t get in the way of play but adds a nice layer of realism.

I don’t remember any paradrop operations in the original stories so Paradrop & Counter Paradrop Fire seems a bit out of place to me. It does allow a nice way to enter units onto the map quickly.

Movement is again very traditional with each hex having a movement cost to enter. Hover and Conventional units have separate movement charts reflecting the different mobility of hover versus tracked/wheeled. There is not much difference but there is enough to be evocative of the setting.

Ranged Combat is where the differences between forces really stands out beginning with Indirect Fire & Counter Artillery Fire. Indirect Fire attacks the defense factor of the hex, not the units. This makes indirect fire very dangerous because the 8-defense factor Hover Tank in the Clear hex actually has a defense factor of 2 against artillery. To offset this vulnerability, Hover Tanks and Calliopes have the Counter Artillery Fire (CAF) capability which allows each unit to cancel a single artillery barrage in range. Of course, this comes at a cost; units firing CAF cannot fire in the Direct Fire phase.

Direct Fire is very simple; compare Attack Factor to Defense Factor, convert to odds, roll on CRT. Stacked units can combine fire and attack other stacks or individual units. Firing out to twice your range cuts the Attack Factor in half. Terrain Modifiers add to the Defense Factor. Combat results are No Effect, Disrupted (no indirect or direct fire, half movement), Defender Eliminated, or Defender Eliminated with Rubble (adds to movement and defense). There is an optional rule for Electronic Countermeasures (ECM) which allows Mercenary and Slammer Hover Tanks to “jam” conventional units which means the target cannot combine their attack nor spot for an indirect fire unit.

Close Assault takes place when units are in the same hex. All undisrupted units get a positive column shift and infantry fights with doubled Attack Factors. Units in Close Assault cannot leave the hex until all enemy units are eliminated.

There are other rules for Fortresses and Gas Attacks but generally that is it. You can play one of the 14 scenarios or Design Your Own using the point-buy system provided.

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Slammers in Action

I played two scenarios. “Badger Hunt” is the introductory scenario that uses Conventional Forces only. I also played “Slammers” which is a three-way brawl with the Slammers squaring off against the Green Army (lots of long-range artillery and infantry with few mechanized) and the Tan Army (Mechanized and supported by a few Small Guns – no infantry). Each player has six turns to get as many points as possible (points are scored using the Design Your Own Scenario values). I used the Slammers with ECM to get as much high-tech effect as possible.

Hammer’s Slammers plays out much differently than I remember. I kinda remember the CPF and CAF rules and I don’t think I ever actually played with the ECM rules. I sorta remember the game as being very vanilla; simple and bland.

This time it was a much deeper experience. The low rules overhead meant the game could be played with minimal relearning. The differences in forces is just enough that there is no one-size-fits-all approach or best strategy. In the “Slammers” scenario, the Slammers start in the center and must determine how to deal with each force. I painfully learned that the Hover Tanks greatest asset is not its firepower but its CAF capability. The Hover Tanks ended up providing cover for the Combat Cars until they got close enough to dash in and deal with the guns. Of course, nipping at the flanks or blocking the direct route was that pesky tracked armor. This forced a decision; drop the CAF for Direct Fire or cover the force and let the lesser combat cars try to deal with the threat? For the Green or Tan Conventional Armies the key is combined arms and interlocking fields of fire. Artillery is in many ways still the King of the Battle.

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Courtesy BGG.com

As much as Mayfair’s Hammer’s Slammers game captures the flavor the of books, it best replicates battlefield force-on-force situations. There is one scenario, “Hangman,” where a Mercenary force takes on Militia and Buses. It’s a one-sided bloodbath. The game has no real ability to present an asymmetric combat situation. I have to admit the best game I have in my collection for that is actually Tomorrow’s War: Science Fiction Wargaming Rules (Ambush Alley Games/Osprey Publishing 2011). This is a skirmish game played at a much more granular scale than Hammer’s Slammers. In many ways, Tomorrow’s War is a direct competitor to my other HS game, The Hammer’s Slammers Handbook (Pireme Publishing Ltd, 2004) which is a set of miniatures skirmish rules published in the UK which still has its own website.

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Courtesy BGG.com

I also think back to the Hammer’s Slammers sourcebook from Mongoose Publishing for their Mongoose Traveller (1st Edition) RPG. As I have written before that product was a real disaster.

So when I look at the Mayfair Hammer’s Slammers game today I actually see a real gem. The game is a close to an introductory-level game in terms of rules, but the variable forces and modular map make for endless play variations. As simple as the rules are, the designer has actually captured a good deal of the flavor of combat in the Hammerverse. The game also has a very small footprint; the “Slammers” scenario map was playable in an area literally 18’x24″. A 3’x3′ table is more than sufficient for even the largest scenarios!

RockyMountainNavy Verdict: MUST PLAY MORE!

 

 

May 2017 – My Geek Hobby Year-to-Date

Traditionally, Memorial Day marks the beginning of summer for the RockyMountainNavy family. That is until we moved to the East Coast. Now school for the RMN Boys goes until mid-June. However, I still want to use this occasion to look back on my geek hobby year-to-date.

Wargaming

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Courtesy BGG.com

According to my BGG profile, I played 10 games in January, four in February, four more in March, none in April, and only two in May. For a year that I wanted to play more I certainly have dropped off! Summer may change as I have several new games inbound. Arriving tomorrow is Conflict of Heroes: Guadalcanal – The Pacific 1942 (Academy Games, 2016). I also may be getting closer to my Kickstarter delivery of Squadron Strike: Traveller (Ad Astra Games, ??) which after many delays (unwarranted and unacceptable in my opinion) finally opened the BackerKit this week. I also pledged for Worthington Publishing’s Mars Wars – but it cancelled. This month I pledged to support Compass Games’ new Richard Borg title Command & Colors: Tricorne – The American Revolution. To be honest, I am buying this title as much for myself as for the RMN Boys – which is both a blessing and a curse. I am certainly blessed in that I have boys who love gaming, but cursed in that they are not a hard grognard like their old man. The titles also reflect a change in my gaming interests as I struggle with the closure of many FLGS and the movement of my purchasing online or (shudder) to Kickstarter. I also have several games on P500 at GMT Games and hope to see that production schedule move forward this year.

Role Playing Games

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Courtesy RPGGeek

Whereas my grognard-fu has been weakening, my RPG play has been one of steady growth. Mostly this has revolved around the Cepheus Engine RPG system and products from Gypsy Knights Games and their The Clement Sector setting or products from Samardan Press, Zozer Games (especially their SOLO supplement), and Moon Toad Publishing. I have to tip my hat to these third party publishers which are doing so much to breathe life into my RPG adventures. For this summer, I also have a Star Wars: Edge of the Empire (Fantasy Flight Games) campaign at-the-ready. Here too I have dipped deeper into Kickstarter and pledged support to Cam Banks’, Magic Vacuum Studio’s Cortex Prime: A Multi-Genre Modular Roleplaying Game.

Books

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Courtesy Amazon.com

I started off at Christmas with a good collection of books that I am whittling down at a much slower pace than I wish. This is not because I have ignored them; on the contrary, I am probably reading more than I did last year – just not reading off my list! Science fiction books have taken up much of my reading time. I have found myself lost in rereading the Charles E. Gannon’s Caine Riordan series from Baen Books. I also turned to Kickstarter again for content, this time in the form of Cirsova 2017 (Issues 5&6) and its short stories.

Plastic Models

I didn’t get time to build much but the RMN boys got many kits completed. We even found a YouTube channel that we love, Andy’s Hobby Headquarters. He not only shows great models, but the boys are studying his techniques for better building.

Education Support

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Courtesy goodreads.com

I also have to do the Dad-thing and boast a bit about my youngest RMN Boy. This past quarter he was studying World War II and had a project to complete. The project supposed the student had found items in the attic from grandparents accumulated during World War II. The student had to put together a scrapbook of a newspaper article relating a battle (writing assignment), a letter from a soldier/sailor to home describing another battle (writing assignment), a letter from home describing the home front (writing assignment), a letter from the mayor to a local boys club thanking them for supporting the war effort (another writing assignment), notes from Grandmother about key personalities (short biographies), and a propaganda poster (art assignment). We had fun doing this project as together the youngest RMN boy and I prowled my shelves for sources, watched movies and documentaries online, and even pulled out a few games to better visualize the battles. A very proud moment for this father as the New Media and my book and game collection came together to teach a young man history.


Feature image courtesy 365barrington.com

#ThreatTuesday – The 80’s Are Calling and They Want Their Super Etendards Back!

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Courtesy BGG.com

I have written elsewhere that I am a child of the Cold War and had my wargame coming-of-age in the 1980’s. One of the games I got during that time was Harpoon II. H2 is a miniatures game of modern tactical naval combat. The game system would eventually inform an author by the name of Tom Clancy who famously used the game to play out a key battle of his book Red Storm Rising. That game series is explained in Dance of the Vampires available at Wargame Vault. But Red Storm Rising was still five years away. I was interested in Harpoon because of another war, one that had just happened – The Falklands War.

 

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Courtesy dailymail.co.uk

One of the most dramatic events of that war was the attack on HMS Sheffield on May 4, 1982. Using an Exocet anti-ship missile launched from a Super Étendard fighter, the Argentinians sank the Type 42 destroyer. Many times I replayed this scenario as well as the larger naval confrontation. To this day the Falklands War remains my favorite modern naval battles scenario generator.

 

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Courtesy BGG.com

So it was with much interest that I read Argentina intends to buy six Super Étendard fighters. Sorta proves that everything that is old is new again. It also makes we want to bring out Harpoon 4 and see how the Royal Navy’s Type 45 Daring-class destroyer would fare against this new-old threat.

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Courtesy dailymail.co.uk

 

 

I Remember #PowersBoothe and #RedDawn

Actor Powers Boothe died this week. Although he had a long career in Hollywood, the movie I remember him most in is Red Dawn:

In 1984, the year Red Dawn came out, I was just entering my senior year of high school. As a wargamer, I had read many books and played many games about the Cold War. Red Dawn fit right into my world of 1984.

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Courtesy Goodreads

Amongst the many books about the Cold War I had read, General Sir John Hackett’s The Third World War: August 1985 stands out in my memory. I read this one over and over again because I wanted to learn how the Cold War in Europe would go hot! The other book that I remember well is War Day and the Journey Onward (Whitley Streiber & James Kunetka). War Day tells the story of America after the mushroom clouds. It came out the year after the movie The Day After which I had watched in fascination (and with a bit of fear). I kept asking myself, what would I do?

 

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Courtesy BGG

In 1983 and 1984 I also got several wargames that shaped how I viewed the Cold War. Most importantly, I got a copy of Harpoon II. H2 was my first game in the Harpoon-series of modern naval combat and is a system I still enjoy today. This was how the Cold War at Sea was going to be fought! At this same time, I started collecting (and playing) Assault-Tactical Combat in Europe: 1985 which taught me modern combined arms combat. At the operational-level of war, NATO: The Next War in Europe landed on my gaming table. I also played more than a few games of Firefight (the 1984 TSR version) and even built up a collection of Supremacy (nukes and lasersats!).

 

Red Dawn released in August, 1984. This would of been just before my senior year started. I seem to remember going to see it in the first week of release.  It really hit close to home because it took place in Colorado – where I was living. I saw so many of my friends in the movie it became very real in my mind.

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Courtesy RPGGeek

All my Cold War mania culminated at Thanksgiving with the release of the Twilight: 2000 roleplaying game from Game Designer’s Workshop. This game, by the designer’s of my beloved Traveller RPG, put the players as members of a US military unit cut off in Europe after the Cold War Goes Hot. This RPG mixed role-playing and the military together in one package. It also allowed me to use the knowledge I had gained from books and wargames and bring it to life. Eventually, T2K would go so far as to link to wargames like Harpoon 3 for naval combat, Last Battle: Twilight – 2000 for ground combat, and even Air Superiority for the air war.

 

In many ways, Powers Boothe’s character in Red Dawn, Lt Col Andrew ‘Andy’ Tanner, was the T2K character I always wanted to play. For some reason, I drew great character inspiration from this scene:

Col. Andy Tanner: [using a crude diorama, the Wolverines prepare for an assault on the Calumet Drive-In, which is now a Russo-Cuban “Re-education Camp”] All right. Four planes. Cuban bunker, Russian bunker. munitions dump, troop tents. Four machine gun bunkers. Back here by the drive-in screen are your political prisoners. We’ll cause a diversion over here… cut holes in the wire here, fire on all these machine gun positions. The B-Group comes across this area in a flanking maneuver… and when you reach this bunker, you lay down grazing fire on this defilade. I think that’s pretty simple. Anybody got any questions so far?
Aardvark: What’s a “flank?”
Toni: What’s a “defilade?”
Robert: What’s “grazing fire?”
Col. Andy Tanner: [out loud, to himself] I need a drink.

Courtesy IMDB

Rest in Peace, Mr. Boothe.

#SciFiFriday – Agent of the Imperium: A Story of the Traveller Universe (Marc Miller, 2015)

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Cover courtesy GoodReads

Within the Traveller RPG community, there is an acronym known as IMTU, or “In My Traveller Universe.” This usually denotes a setting that may draw from, or be different, from the OTU or “Official Traveller Universe.” When Marc Miller, the creator of the Traveller RPG writes, one would think that anything he publishes should be canon and part of the OTU. It was with this bias that I started reading Agent of the Imperium (AoI). By the time I was finished, I am not so sure that what I read is OTU, or Mr. Miller’s version of his own IMTU.

**WARNING – MINOR SPOILERS POSSIBLE**

To me, Traveller has always been about the little guy; average joes who did their time in the service and now are out wandering the spacelanes for adventure. As much as I played around in the Third Imperium setting, it really is the far frontiers adventure of the 1977-edition Little Black Books which had no real setting other than to travel. So when I started reading AoI I expected a character much like Captain Jamison, the Merchant Captain used in every character generation example since Classic Traveller.

Instead, we get Jonathan Bland, a Decider agent of the Quarantine Agency. He is brought to life for 30 days at  time with a wafer chip. He is not a lowly adventurer – he is/was a member of a powerful bureaucracy and now an agent of the Emperors themselves. This was one of many events that challenged my vision of the OTU; I had never really considered cyberpunk elements in the setting nor adventure at these higher levels of government. Indeed, if one looks at the starship computer rules with their immense size (measured in displacement Tons of 13.5 cubic meters) the idea of advanced brain chips seemed so foreign to the game!

It is through Jonathan Bland that we see the Third Imperium develop. Surprising me again, this story does not take place in the Golden Age of the Traveller RPG setting (around game year 1105) but rather starts in year 350, or almost 800 years before OTU adventures. More interesting was to see Mr. Miller’s view of the Third Imperium in this time. In this he used several tropes that I was familiar with – and expected – in a Traveller book but introduced others that I had not consciously associated with the Third Imperium. In this respect the book is highly successful; it challenged my pre-conceived notions and made me imagine more. But at the same time AoI made me think about what the Third Imperium setting means to me.

When trying to fit Agent of the Imperium into my view of the Traveller RPG universe, I have to designate this one as the “Marc Miller IMTU of the OTU.” It’s not that I don’t like the book (I do) but the story is loftier than I imagined the OTU to be. I find nothing wrong with the story of AoI, but as a game inspiration it is more an example of the awe and wonder of the Third Imperium rather than adventure seeds.