Here’s a few trailers for movies that look like they just might be worth seeing…

The first is Gangster Squad, about Mickey Cohen in 1940s Los Angeles. It was on my to go list (Emma Stone!) until I saw Sean Penn. 1) Terrible actor, 2) terrible person whose insistence on shoving himself into the international political scene means I won’t even borrow a movie he’s in to watch.

Say what you want — I’ve been a fan of the Die Hard franchise since the first one. (Still the best Christmas movie ever!) Was the last one over the top? Yup. I still enjoyed it. This one had me at the “007 of Plainfield, New Jersey” line, and it was cemented with the exchange in another trailer — “You want a hug?” “We’re not a hugging family.”

Not a big Steven King fan. An ever bigger not a fan of the movies based on his stuff (although I like Christine.) But I have to say — Chloe Moertz? The girl can act, and Julianne Moore as the crazy mom might just be worth the price of admission.

Not a big fan of the Couchjumper, but this looks pretty good. Just so long as he does battle Zenu…

Getting the way too serious vibe off this one, but the first one is arguably the best Marvel film out. (I’d say it’s a tie between X-Men: First Class and Captain America.)

It looks like this is the background characters from Knocked Up. The iPad scene is so me.

I’m not sure this isn’t already out, but it looks wonderful. Ernest Borgnine saving his old folks home. I’m in.

The list should be notable for what trailers aren’t on it — Star Trek: Into Darkness for one. I wasn’t a huge fan of the JJ Abrams short attention span version of Trek, no matter how much it needed busted out of a rut. The story was awful and the whole gigantic spaceships turning on a dime thing is old…but the characters and performances were great. Also not here, The Lone Ranger. Johnny Depp doing another quirky character. No amount of Bruce Willis or the Rock is getting me into GI Joe: Retaliation. I couldn’t stand reading The Great Gatsby — I’m not watching DeCaprio in a movie based on it. Man of Steel‘s trailer left me a bit cold.

 

I’m about a quarter through writing my next novel, currently with the working title Firestorm (which is a bit pedestrian in my opinion, but will probably work well…) It’s a modern western/murder mystery set in a small new Mexico town being threatened by a massive wildfire.

Also, I’m blocking out the following novel, as well. It is tentatively titled Therapy on Two Wheels and will revolve around a widower who goes on a motorcycle trip around the country to heal himself.

Finished and turned in is a prospectus for a movie script called Only Way to Rich — a heist movie about a bunch of well-educated, but unsuccessful friends. Their hit on a casino and subsequent escape quickly goes sideways due to interpersonal issues. It might get a novel treatment if nothing comes of the film project.

There’s a good chance I may be working for Cubicle 7 again on the Victoriana line later this year. I may be contributing to the America and Africa books.

On the list is a possible Kickstarter for a “new” espionage game system from Black Campbell Publishing sometime later this year.

nij ratingsThe Q Manual gives the James Bond: 007 RPG player armor ratings for vehicles, but did not really address personal body armor. I covered this in my Q2 Manual, but thought it might be worth coming back to for those who want to understand the reason for the game specifications on personal body armor.

Level I armor is lightweight and allows for easy production of body armor that can look like ordinary clothing — a tee-shirt or a vest. They stop most light rounds — .22, .32, .380 — but does not usually take care of all of the kinetic damage. These are usually in the range of DC C to E. The armor reduces the damage class by -2DC.

Level IIA armor can handle mid-weight and speed bullets like 9mm and .40 S&W (DCs in the range from E to G.) Damage class is reduced by -4.

Level I and IIA are usually older vests or special order items, as they are considered by law enforcement to be ill suited to protecting officers from modern ammunition. The older armor also rarely protect against bladed weapons, something that most newer vests do. That doesn’t mean, however, they wouldn’t be perfect for the deep cover officer looking to have some protection, but not advertise this fact. Level I armor has the equivalent of a CON -4, Level II CON -2 to be spotted with a PERCEPTION test.

Level II armor  is is the standard for hot-weather police department and is also available to civilians in the US and a few other nations. Level II is rated to stop fast (“hot”) 9mm, .40S&W/10mm, .357 magnum+P ammunition (DCs in the G-I range.) It lowers DC by -4DC but also provides a -1WL benefit, but also cuts the Run/Swim and Stamina times by a quarter.

Level IIIA is typical of police and military units where concealment of armor is not a high priority. They are rated to handle up to .44 magnum pistol cartridges and can stop most shotgun shot (DCs in the H to J range.) It provides -6DC protection, but halves the Run/Swim and Stamina times of a character using it.

Level III is “tactical” armor, and is normally worn over clothes with MOLLE or velcro-attached pouches to carry ammunition, radios, etc. It also typically adds a “rifle plate” or “trauma plate”, which provides protection for up to .308/7.62mm rifle rounds and 12 gauge slugs (DCs in the I to L range.) It provides -6DC and a -2WL benefit, but it also halves a character’s Run/Swim and Stamina times, and adds a -1EF to Dexterity tests. Often tactical units will include a kevlar helmet that provides protection worth -4DC .

Level IV armor is rated for high-power armor-piercing rounds like the US APM2 .30-06 round. It is hot, heavy, and uses both ceramic, steel, or carbon fiber plates, in addition to kevlar fabric to protect against these high-energy projectiles. Level IV armor also nearly always includes a helmet that gives -4DC protection, but gives the character a -1EF to any Perception-based test. Also the neck roll on Level IV armor gives a -6DC rating.

One issue: these materials are, however, brittle and usually break up on impact, providing single shot protection against high energy bullets. The armor provides a -8DC  for the first impact on the vest (front or back.) However, it loses a -4DC of protection per hit where the original DC was K or higher.

As you can tell, the design intent is to drop the damage to about DC B or C, where the worst the character suffers is a light wound, but usually takes a stun. Gamemasters can add hit locations to the mix, if their players get a bit too cocky, thinking the armor makes them invincible. (See the GM Screen for hit location table.) All of this armor is generally good for the torso area, although Level IV armor is a notable exception.

Here are some examples of modern body armor:

Second Chance makes a concealable armor in Level IIa through IIIa in the Summit line. They also make a “stab-proof” twaron armor vest for correctional officers in their Prism Spike line and gives a Level IIa protection versus both handguns and blades. Their Prism Multi-Threat armor is Level IIIa.

American Body Armor (ABA) makes the Xtreme line of police vests from Level IIa through to Level IIIa.

Savvy is one of the few manufacturers of body armor specifically for females. It also provides improved impact resistance in the breast area. Their vests come in Level II and IIIa.

Point Blank makes armor for both police and military. Their Vision and Hi-Lite series are more focused on deep cover protection, and the C-Series on uniform use. They also make “carriers” — tactical vests that can have armor plates inserted into them and typically provide Level IIIa protection. Police tactical line — Level III and IV are the Dragonfire and Spider lines. Their military offerings are the IOTV (Improved Outer Tactical Vest) in Level III and IV.

 

I received the WordPress status dump for the Black Campbell this week, and while I would love the blog to be bigger and more successful than it currently is, for a little one-man operation that focuses primarily on out-of-print or small RPG games, I think pulling about 10% of Gnome Stew’s readership doesn’t stink.

So thanks to all of you who visit, and especially our regulars!

With that out of the way, let me throw this question out to you all: What would you like to see more of? Less of? And I’m thinking of also testing out the idea of guest posters — folks who have an article or two floating around their heads (or on their blogs) that they want wider exposure for. We’ve already had a couple of decent submissions for James Bond: 007 and some excellent comments here and there that I thought were the seeds for a good article or two.

Happy New Year and keep gaming!

Happy holidays, readers, from the family Rhymer!

20121231-120009.jpg

Most of these aren’t canon, but were cobbled together for our Battlestar Galactica campaign. Added them to the Twelve Colonies document in the RPG section of the site, as well.

Pancolonial Political Holidays:

Armistice Day Junius 21 — Colonial government holiday

Colonial Day Sextilus 8 — Colonial government holiday

Colonial Fleet Birthday Sextilus 12 — Military “holiday”

Pancolonial Religious Festivals:

Bacchanalia Martius (last weekend) — big drinking holiday, arts, celebrations to Dionysus.

Thesmophoria Aprilius 17 — Mostly a “women’s” holiday in cities. Big in farming communities. Honors Demeter.

Diasia Junius 6 — General Colonial government religious holiday.

Olympic Games Junius, second week every four years. Sporting competitions honor Zeus.

Panathenea Games Julius, first week every four years [midway between Olympic Games. Military-oriented sports competitions; honoring Athena.

Thargella Sextilis 19 — Celebrates Apollo.

Exodus Novilis 1 — Celebrates the tribes’ leaving Kobol. Probably not the real date.

Mars Day Novilis 11 — Celebrates Colonial veterans.

Saturnalia Decilus, last weekend. Festivals, parties, noted for costumes and masks.

Traditionally, the rich and poor, aristocrats and servants traded places for a day.

Posidea Decilus 26 — Honors Poseidon. Horse racing on Leonis, Picon, and Virgon.

Apaturia Febrarius 14 — Known as Eros Day on Caprica, honors Aphrodite.

Colony-Specific Holidays:

Arelon: Thesmophoria, Aprilus 17 — Honors Demeter. Farming fesitvals, known for drinking.

Independence Day, Septimus 12 — Celebrates the independence from Virgon.

 

Aquaria: Hermaia, Decilus 11 — Honors Hermes. Practical jokes, hospitality to travelers. People put out herme, small phallic stones, to bless those traveling.

 

Canceron: Eleusina, Sextilus 15-18 — Celebrates the mysteries of death and rebirth.

Democratia, Septimus 21 — Celebrates the creation of the Canceron global government.

Independence Day, Septimus 12 — Celebrates independence from Virgon.

 

Caprica: Hyacinthia, Ianarius 17-19 — Three day holiday celebrating aspects of Apollo.

Eros Day, Februarius 14 — Apaturia on most other Colonies.

 

Gemenon: Heraea, Martius 10 — Honors Hera.

Diasia, Junius 6 — General thanksgiving day to the gods.

 

Leonis: Daphnephoria or “The Hunt”, Aprilus 22-24 — Hunter’s weekend.

 

Libran: Athenaia, Julius 28 — Known for sporting and craft competitions.

 

Picon: Pohoidaia, Decilus 28-30 — Horse and boat races dedicated to Poseidon. Picon’s version of the Posidea.

 

Sagittaron: Lycaea , Novilis 12-14 — Honors Zeus.

Freedom Day, Octilus 29 — Celebrates independence from Leonis.

 

Scorpia: Dionysia, Maius 3 — Celebrates Dionysus. Best known for wishes hung on trees.

Saturnalia, last weekend of Decilus. — People change roles, wear costumes, etc. Popular vacation draw to Scorpia.

 

Tauron: Enyalia, Junius 14 — Celebrates Ares. Known for impromptu bouts of fisticuffs.

Our Day, Martius 2 —  Celebrates the independence from Virgon.

 

Virgon: Hestaia, Octilus 10 — Worship of Hestia, involves parties at home.

These holidays use our campaign specific date system:

The months of the year are as follows (assuming Sextilis is the sixth month, the year starts with March): Martius/01, Aprilus/02, Maius/03, Junius/04, Julius/05, Sextilis/06, Septimus/07, Octilis/08, Novilis/09, Decilus/10, Ianuarius/11, Februarius/12.

I’m leaning yes on seeing this one…

I’ve been really bloody ill much of this week, so that means movies when I’m up in the middle of the night coughing up buckets of phlegm.

First off: Did this movie need to be remade? No. I remember seeing the original Total Recall in the theaters and enjoying it immensely, save for the idiotic SFX when people were exposed to low pressure. It was the perfect vehicle for Schwarzenegger, and for the director Verhoven, who had given us the witty and ultraviolent Robocop.

That said, I wasn’t such an aficionado of the original I didn’t think it could be done better. So did Len Wiseman pull that off? There’s a lot of critics and fan reviews that say no. My response is no, if you were looking to get your ass to Mars; yes, if you were looking for something riffing on the movie and its very short story source material.

The good: It looks great and is very atmospheric. I was going to say if was very Blade Runner in look, but I’d suggest it owes more to Ghost in the Shell and other good anime universes than that august film. The performances: Farrell is good in most of his roles (truly great in TigerlandPhone Booth, and Ondine) and he is much more believable as the everyman who finds out he’s a superspy. Kate Beckinsale is fantastic as the femme fatale and seems to be really enjoying herself through the movie. Jessica Biel is Jessica Biel. Bryan Cranston is solid as the bad guy. Some of the tech has the same “I want that!” impact that Minority Report had.

The adequate: the set up for the film — that most of the world has been ravaged by a chemical war that’s left just bits of Europe (the United Federation of Britain) and Australia (the Colony) habitable. The colony provides labor for the people topside and with living space at a premium, Chancellor Cohagen (Cranston) is looking to engineer a fight with the Colony, in which he will use robotic police/soldiers against the unarmed population. There’s a resistance, of course, that is of middling use.

The bad: The main conceit is that the workers get from the Colony to the topside using “the Fall” — a massive, skyscraper sized elevator through the planet. It’s a staple of golden age science fiction, and if you are willing to just roll with it, you’ll probably like the movie. If you can’t get past it…well, have a look at Looper. For my part, the rest of the movie was pretty enough and fun enough to look past it. The other bad: the Resistance. They’re awful, ineffective, and when we do find them toward the end of the movie, they have basically been holding out for an ephemeral “kill switch” for the robotic forces that the hero supposedly has recovered. Bill Knighty doesn’t even get enough screen time to have an impact on the movie…and that’s a shame.

Is it as bad as it was made out to be by the old fans of the original movie? No. Is it a terrible movie? No. A lot of the critics seemed to like doing the “it’s a Bourne movie in the future” complaint — a quick quip from the bard, “There is nothing new under the sun…” But I think he was paraphrasing. The amnesiac running from shadowy forces while trying to save the girl/nation/world is a pretty old theme.

Style: 4 out of 5 — a lot of the look is derivative of Blade Runner and various anime. I rather liked it. Substance 3 out of 5: It’s the usual amnesiac running from shadowy forces while trying the save the girl/nation/world movie. Just because you’ve seen it before doesn’t mean you might not like it.

A definite rent.

The other movie was Looper and I hadn’t expected too much from the usual “time travel” schtick film. Time travel and psychic powers are two of my least favorite tropes of science fiction — even when done right, they usually are a cheat, plot-wise. (Need to get rid of nasty ancient aliens? Telepaths! Need to question that rock monster eating miners? Telepath!) Looper has both time travel and telekinetics. And it works pretty well, because the characters are engaging and the acting is generally pretty good.

The good: Willis does action. Willis is the bad guy. Jeff Daniels is a fantastic gang lord. No, really. The set-up: time travel gets invented and is outlawed, so only outlaws have time machines…which they use for various nefarious purposes, one being to send folks back in time to be eliminated without issue — law enforcement techniques are so good and surveillance is so ubiquitous, it’s nearly impossible to disappear someone in the future. Joe, the main character is played by Joseph Gordon-Levitt (young Joe) and Willis (old Joe), the latter of whom gets sent back to “close his loop.” Gordon-Levitt is a decent enough actor and proves it by acting through a bunch of either prosthetics or CGI to make him look more like Bruce Willis.

All of the characters are flawed and ignoble, but they all have excellent motivations that are well realized by the writing and acting.

The setting is 2044 Midwestern America and there’s a lot of stuff going on in the background that they don’t explain that makes the movie more than the sum of it’s parts. There’s a lot of homelessness and vagrancy. Joe is an abandoned child, Sid — a kid who becomes a major piece of the plot was abandoned by his mother (Emily Blunt) who later has to clean up her life to take care of him. Daniels’ character seems to make it his mission to rescue waifs and turn them into gunmen. It’s interesting commentary that we see no men who aren’t vagrants or killers; women — they farm, whore, work at diners, etc…but there’s almost no men who aren’t indigent or criminal. Even the cops work for the bad guys.

The average: They don’t go into the time travel thing other than to stay focused on the conceit of the film (loopers). You would think organized crime would be using the technology for much bigger return.

The bad: the prosthetics for Gordon-Levitt don’t quite cut it.

Style: 4 out of 5 — It doesn’t need the flashy CGI settings of Total Recall to look futuristic and interesting. Substance: 5 out of 5 — there’s a lot packed into the movie, including a couple of elements that would have been fine as a main hinge for a movie (telekinetics, for instance.)

Buy it…it’s surprisingly good.

The big disappointment was The Dark Knight Rises. Is it a good movie..? No, not really. It’s made worse how damned good the Dark Knight was. Here we start with the bad to show why this movie was a gigantic cluster#$%^.

The Bad: The movie is a rehash of the same themes as The Dark Knight…but completely undoes the points made by that movie: A psycho holds the city hostage through terror. The people do not cave…they don’t destroy each other on the ferries; hell, the one prisoner even makes a show of his decency! The Joker was wrong. But along comes Bane, who does the same schtick, except he’s working with Gotham’s equivalent of molemen to do massive scale badness, including holding the city hostage with a neutron bomb. No one fights back. They cave. Hell, even the nation decides not to call the baddies’ bluff and, say, hit the neutron bomb’s truck with a missile from a drone (which, judging from the tech level of the Batman movie world should also have the ability to look for a radiation signature. After all…we can do that now.)

The whole Wayne must let go of his blahdablahda and jump to the ledge to escape Talia al-Ghul’s prison in India. Awful. And one of the reasons the movie is also about 40 minutes too long.

The average: Tom Hardy is adequate as Bane, which is disappointing, since he usually steals the show in most stuff he’s in.

The good: I like that Wayne isn’t holding up to the Batman lifestyle too well. His body is beat to shit and he can’t hang without prosthetics and painkillers. You simply can’t play that hard, that long. Ask any pro athlete. Michael Caine is superb, as usual, and Anne Hathaway manages to be sexy and believably so as Catwoman.

Style: 4 out 5 — It looks good, has the same dark brooding mood of the other films. Substance: 2 out of 5 — it’s not awful, but it is a pale shade of The Dark Knight. It’s a rental, in my opinion. Or rewatch The Dark Knight and marvel at Ledger’s performance.

There’s a new Google+ gaming question running about concerning the seven games you play the most. Considering I haven’t gotten to play in a game until a few one-shots at the local game store recently (the zombies on a cruise ship was such a good set-up I even ignored my zombie fatigue to play in it…), I figured I’d go with the seven game I’ve run most often (starting with the most recent.)

1. Battlestar Galactica (Margaret Weis Productions) — 2007 to present

200px-BSG_RPG_CoverI first started running this about halfway through the series. Anyone familiar with this blog has an idea of the things I’ve done with the setting and plotlines to make it work for the groups, but here’s a quick recap:

The first campaign was a “second fleet” style game, with the characters having two characters each — a set of ground survivors, and members of a battlestar, Pleiades, which had been doing some deep space exploration and returned to find everything gone to hell. Galactica and Pegasus were out there, but they never were able to link up. I ran it close to the new series, canon-wise. It rand for about two or so years, then imploded with my marriage and loss of half the game group.

It was one of the games that the new group was interested in, so it came back, but adapted to fit some of the game style preferences of the players — more Cold War intrigue and paranoia prior to the Fall (coming soon!) More chances to try and stop the attacks, or possibly win them.

The game runs on the MWP Cortex rules — not the “Cortex Plus” they foisted on us with Leverage and Smallville (gag!) Character creation is fast and easy, play is not hampered, but enhanced by the rules, and it the first rules sets to come along since James Bond that I would gladly use for just about anything.

2. Hollow Earth Expedition (Exile Games) — 2007- Present

Hollow_Earth_Expedition

Ubiquity is one of those rules systems that hovers on the edge between rules lite, with fantastic mechanics like “take the average”, but bogs down a bit in too many modifiers and special rules in combat (most of which I now just ignore.) For pulp action, it’s almost perfect, and one of the licensed products using the system, League of Adventure, looks to have adapted it well to the Victorian speculative fiction subgenre.

We’ve had several campaigns using HEX. There was a game that was based in South America oin which they found an entrance to the Hollow Earth. That campaign fizzled a bit toward the end, then died for the same reasons as the BSG game. I’ve used it for the Gorilla Ace campaign, as well as an early ’40s Cold War game (Artemis Campbell — our take on Modesty Blaise.) The most recent game was set in China and has suffered the loss of most of the players, but the new group iteration looks to be interested in playing more of this.

The weak part for me is character creation, with is a bit math heavy and overly complicated (in my opinion, but at least you don’t need a Cray supercomputer like you did for early GURPS or Champions.)

Now if they’d only get the Revelations of Mars sourcebook out!

3. James Bond: 007 (Victory Games) — 1984 to present

James_Bond_007_role-playing_coverThis was my go-to rules set for anything modern. I tweaked it, back in the ’90s to run Cyberpunk effectively. It was used to run a Stargate campaign. There’s been numerous iterations of the campaign — MI6 agents, CIA, private investigations/espionage (before this became cool with the Terror War), Miami Vice style cops…

The system is a percentile dice roll under your attribute or skill x the difficulty rating. Guns and cars all have different modifiers and are much more diverse mechanically than in many game systems. This can be a hassle unless you are looking for the brand-name cache that Bond (or Miami Vice, for that matter) bring to the screen — can your Aston-Martin DB5 outmaneuver and outrun a Ferrari F355 like in Goldeneye? (Hell to the no!) But the game did do a good job of making some vehicles and weaponry more attractive than others.

Character creation is a bit more involved, and if you aren’t using the tables on the excellent GM screen (eBay!), you can occasionally find it math heavy.

It’s still my favorite system, more from nostalgia than anything else.

4. Castle Falkenstein (R Talsorian) — 1995 to 2008

256px-Castle_Falkenstein_CoverI had already been running Victorian sci-fi since Space: 1889 came out but found the GDW rules problematic, to be kind. Falkenstein‘s card-based system (“Gentlemen don’t play dice…”) was novel, the character creation was very easy and quick — and since this game, I’ll admit that any character creation that takes more than an hour for the first go-’round annoys the pants off of me.

The weak part — the background. This was the first attempt to “Shadowrun” a Victorian game. Elves and other mythic beasts are there to get the D&D crowd to buy in; I ditch the fantasy aspects and stick to the more 19th Century speculative fiction side of things. The other was combat. The design was an attempt to emulate fencing, but not the cinematic fencing a game liek this should be putting forth. It was awful and overly complex. One of the players and I kit-bashed a combat rules set using the standard card deck of CF with the combat design of Lace & Steel to create a fast combat system that made it fun to forget guns and go with fisticuffs and swords.

The first campaign was simply Space: 1889 with CF rules to play by. It worked beautifully. The other campaigns, over time, lost the Space: 1889 elements and became more Earth-bound historical with science fictiony bits games…what can I say? I’m a historian!

 

5. Star Trek (Decipher) — 2000-2006

220px-ST_RPG_PlG_cov

I bought the Last Unicorm Games Star Trek sets because they were beautiful and had elegant rules systems, if they did have the dreaded race/class elements of D&D. I never got to run LUGTrek before it folded, was bought up by Wizards (IIRC), then was spun out to Decipher, which treated the franchise like a hated wife with herpes that you just can’t seem to give up.

The mechanics were solid, character creation wasn’t too much of a chore (still — races and “classes”) and for a while there it looked like this might be the one to carry the Star Trek role playing experience for a while. And like every other line, it died.

Star Trek was always the white elephant of gaming to me. Seemed like a great idea — a setting everyone is at least slightly familiar with, rich universe to plump…but it never quite worked. It felt, much like most of the series since “the Old Show”, soulless.

I originally planned it as a minicampaign for a Trekker in the group. It would up running six years. One of the things I did was throw canon right out the window. Whole movies and series were ditched. Technology was not easily and quickly convertible. No more turning the deflector dish into a can opener. The Federation was a wondrous place where everyone did adult education and bad art; the only place for the motivated and talented was politics and Starlfeet. By the end we had androids and sentient ships – it was an attempt to fuse “Singularity” style sci-fi (before it was cool) with Trek. It worked beautifully. Sadly, I think it’s one of those lightning in a bottle scenarios — I don’t expect to pull it off again.

Sticking with the idea of the stuff I ran the most successfully rather than most recently, I’m going to not put some of the games that got run for a short time. There was a decent Serenity game that I wrote myself into a corner and couldn’t plot my way out. It was also my first attempt to sandbox a game, and got to watch the characters/players wander where most people have gone before…boredom; it’s why I disagree with a lot of GM advice out there. Try not to railroad the players, but construct the adventures in a way where encounters will happen and seem natural, even though they were pre-ordained. Another would be Marvel Heroic Role Playing — which uses “Cortex Plus” and is the first of the post-Jamie Chambers stuff to really do a great job.

6. The Babylon Project (Chameleon Eclectic) — 1997-2000

show-water

This one is a bit of an odd-man out. The character creation is a bit clunky, the base mechanics easy (two dice — one a plus, one a minus, add/subtract to your skill vs. a target number), but the combat was clunky. For some reason, however, I “got it” — the damage allowed for the kind of stuff that I heard/saw in the military: serious injuries that didn’t phase a person, minor injuries that dropped a body from shock, and everything in between. Ship combat was cribbed from Full Thrust and was great.

It didn’t hurt that this was the big show for us, at the time. I’d gotten into it with the G’Kar and Londo in the elevator episode and we stuck with it through the crappy movies of the 2000s. I ran a rogue colony of “Amazons” — humans that had been protected by one of the lesser Old Ones which had pretended to be Olympians in the classical period. They were another front of the Shadow War and were allowed to do their thing without bumping up against canon too badly, until the end fight at Coriana 6.

Great characters and adventures kept it moving despite a clunky system and I’ve given thought to buying the old books online after a glancing blow with the disastrous Mongoose Babylon 5 d20 stuff. (To be fair, they too 3ed as far as they could to make it work.) It was, like the Star Trek game that followed it, a bit of lightning in a bottle. When I attempted to run a d20 version, it just sort of fizzled out.

7. Space: 1889 (GDW) — 1989-1995

300px-Space1889rpg

As with The Babylon Project, this game is a testament to how a great setting can overcome shitty mechanics. Character creation is plenty fast, the die mechanics are easy but mathematically unsound, but who cared! I was a redcoat on Mars flying a cloudship!

I bought it right off from The Complete Strategist there in downtown Philadelphia, worked through an early campaign with almost no knowledge of the period, and within two years was a bachelor degree holder in history , specializing in the Victorian period. (It’s a common thread that my professional and gaming life mirror each other…)

Even when we found better mechanics, we clung to 1889 setting queues long into the 1990s. I keep thinking of bringing it back, but the Victorian “pulp” and ’30s “pulp” have a lot of the same tropes and the guns and cars and planes of the 1930s seem to be more accessible for players. (It’s a similar problem between Space: 1889 and Serenity — both are Old West/Victorian period pieces, just one has Verne-style spaceships, the other more realistic looking ones.)

Prior to Space: 1889 most of the GMing or playing I did was either in James Bond: 007 or DC Heroes games during the Philadelphia years, so I could have made a good case for the latter as my number 7.

(Turns out Martin Ralya did something similar over on Gnome Stew…)