Last week saw the return of our Battlestar Galactica RPG campaign. The first two episodes dealt with the mysterious disappearance of the personnel of a listening station on the Armistice Line, the second was a secret recon to a star system on the other side of the line, where they learned the toasters haven’t gone away…they’re still lurking around out there.

The third episode saw the introduction of two new PCs, Master Chief Ajax Giadis and the MARDET/intelligence officer, young LT Maia Carina. The episode opened with standard combat training exercises, where the command staff was getting a chance to work the crew up to heightened standards, as they are aware of the Cylon issue. They get an order packet from PIcon HQ ordering them to Sagittaron to protect the personnel of an important archeological dig. The dig, on the dry lakebed outside a major city holds the remains of a city that appear to be 10,000 or more years old…long before the historical settlement of the Colonies.

A terrorist grou, the Soldiers of Kobol, has injured one of the graduate students in an attack in the nearby city of Paresis – that victim the daughter of a major supporter of President Adar. The 21 people of the dig have been threatened and there have been called from the SoK and other groups to jail the scientists for blasphemy, and their findings suppressed.

The mission is two fold: the commander is to salve the local politicians feelings over military action on their world, and protect the find and personnel for the two weeks until their funding expires and they return to the University of Leonis.

No way this can go wrong…

A belated AAR for our Thrilling Action Stories! campaign, set in 1936 China. Our heroes have been, throughout the year, exploring and fighting to gain control of a collection of mellified men. They’ve had ups and downs, we’ve had an ancient prince in the body of a 100 year old female general of the White Lotus Rebellion, we’ve had Japanese villains, we’ve had gangsters, and the introduction of Hanoi Shan.

This all came to a head as the characters discovered that in the month or so they’d been gone, the White Lotus warrior-monks had moved the last two mellified men to a monastery outside of Chungking. They were in a race with Hanoi Shan’s Silk Mountain Triad, arriving in Chunking where they linked up with the local tong/KMT powers that be to try and raid the monastery.

They were attacked in a classic martial arts set piece — multi-leveled balconied restaurant — that lead to lots of chop-socky action — from gun fu moments to the classic using the hanging lanterns to swing from one level to the next, etc.

In the end, they had a company of Chinese soldiers to fight the Silk Mountain, who were using a semi-rigid airship painted to look like a dragon, to poison gas the monks. (We had a nice green smoke from the nostrils of the dragon moment. In the end, they were able to drop the airship with a recoilless rifle and recover the mellified men and a massive archive of historical and esoteric knowledge from the monks.

There’s one more episode in China before they repair to the United States for a few episodes…then I’m hoping to take them to Indochina for an episode or two to fight Hanoi Shan before returning to China to look for other relics. The timing should put them smack in the middle of the Battle of Shanghai and Rape of Nanking.

Here’s a nice video from the Foundation for Individual Rights in Education (FIRE) on their victories over the year, including besting the University of Wisconsin with the power of Browncoat awesome.

I’ve yet to figure a name out for it, since I haven’t had a chance to shoot it, yet — but yesterday I got a smoking deal on a Benelli Nova Tactical 12 gauge shotgun. The plan is to add a +2 round extender to the magazine tube eventually. This model has the typical Benelli combat “ghost ring” sights — superb for fast target acquistion. The pump action is smooth, and I’ve yet to lubricate the thing. There is a magazine arrestor button on the pump to allow the chamber to be loaded without having a round leave the magazine. Total capacity right now: 6 rounds with one in the pipe? It can fire 2 3/4″ to 3.5″ shells. It’s very light, modern-looking, and shoulders very quickly.

I’d love one of their M4 Super 90 semiautos or the MR1 carbine in 5.56mm but we’re a bit tight on the budget at the moment. Still, a great buy from a great company.

As most Battlestar Galactica RPG fans know by now, Quantum Mechanix has done a superb map of the Twelve Colonies of Kobol (I just got mine framed, along with my map of the ‘Verse by the same bunch, for Christmas.) Now the cannon thumpers can agree or no on the map — there’s plenty of people who prefer the one star with 12 habitable planets model, others that like a dual sun, trianary, or the four-star version (QM’s)…but whichever way you go, here’s  something I think is essential to note:

The Colonies’ star system is unusual. And being a star-faring race, they would have done enough exploring the local space around the Cyrranus system to know this. 12 habitable worlds around one star shouldn’t happen. Four stars with multiple planets each in perfect barycentric harmony should not exist. This should be part of the Colonial religious and scientific thinking: the Colonies was blessed with a set-up that is obviously of supra- or supernatural origin. (Especially in light of the cosmology of the RDM version.) For the colonies, their worlds are a gift, perhaps found, perhaps made by the Lords of Kobol. Their exodus to the colonies should seem almost a fait d’accomply…hence their history of a 2000 year development post-exodus unquestioned.

The universe, to the Colonials, seems custom built to their cosmology…and maybe it was.

….or Happy Hannukah, or whatever you might be celebrating this year. I hope it’s been a good year for the readers, and all my best for the next.

OH, HELL YEAH!

This animated movie was made in 1982 in the style of “lumiere” — it’s a fairy tale about the manufacturer of nightmares trying to make the world have nightmares forever. It never was released outside of VHS and a 1991 Laserdisc release. Somebody pieced it back together and dropped it on YouTube:

I was able to download it and cut it to mp4 for use with my iPad. Yay, tehcnology!

Sounds like a Japanese pop band or TV show…

I bought Aces & Eights by Kenzer & Co. back in 2007 when it was game of the year and winning awards all over the place. I’ve met a few people who have bought it; I know no one to date who has played it. Why buy a game you’re not going to play? (I know there are those that collect games, who enjoy reading them, sussing apart the mechanics, etc.) In this case because it was simply one of the best sourcebooks for the Old West you’ll find. (I made a cursory internet check and suspect at least one of the authors has a degree in history, specializing in the West.)

When I bought this, I was hip deep in preparing for my comprehensive exams in Modern US History and US Western history…I have an idea concerning the subject and how well this might cover it. Suffice it to say, if you know nothing about the West shy of a few movie tropes, this book would go a long way to helping you fill in the blanks for playing or running in a Western. (For Victorian period gamers, remember that many folk loved to take a trip out West, to see the frontier and have an adventure or two.)

First, the system. Kenzer & Co. decided to go with a “modular” system that allows you to add on elements of the mechanics as you want. It feels to me like this started out as a simple set of Western-style gunfighting mechanics onto which the authors ported a role playing game rules set. In the most basic set of rules, you need to know how fast you are, how accurate, and not much else. For the fleshed out version, you have nine basic abilities that give you benefits and governor how much you can lift, learn, how many people you can influence at a time, etc. Skills are bought on a straight percentile dice and you want to get below that number to succeed (modifiers can alter the target number, of course.) The character creation seems very clunky, but it went smoothly enough when I sat down to crank out a quick gunslinger.

Combat’s where the game has truly novel mechanics. The initiative system is based on tenths of a second and you cannot even say what you’re doing until you get to your roll (say I roll a 5, but have a speed of -4 [I’m rattlesnake quick!]…I get to announce my intentions on the first 1/10 second.) It’s a bit overly bookeeperish for me, but it works alright. When shooting you take a “shot clock” — a clear plastic sheet with a bullseye series of numbers and playing card symbols on it. You place it over where you are aiming (say, the hand of the other gunfighter), roll your d20 with all your mods. 25 or higher and you hit right where you want to. Less and you pull a playing card — the suit and number gives you a position on the shot clock. Say I rolled a 20 total and pulled a 4 of diamonds — according to the shot clock, I shot outside and low of his hand. Had I been going center of mass, I’d have plugged him near the liver.

Where the game really shines, however, is on the background material. While Shattered Frontiers is set in a West where the Confedeate States are still hanging about, and other powers than the US government are in play, the book provides a superb view of the West. Beyond the usual cost of stuff, the authors paid special attention to genre specifics: there’s a chapter on horses — from the breeds, to markings, temperament, etc. there’s a fascinating chapter on cattle ranching — what it takes to start and keep one, how you would do branding, why and how you do a cattle run. Another deals with the day to day hardships of prospecting to gold and other metals. It covers claims, claim jumping, quality of gold, and more.

There’s a chapter on gambling — what games were common, odds, cheating, etc. Then there’s the chapter on “frontier justice” — both legal and otherwise. There’s how to run a trial (this is a set of rules I liked so much I once stole them for another system.) There’s a chapter on towns and the campaign:  illustrating how towns would come together and evolve. (Their campaign town goes so far as to have lot numbers, owner listings, and a listing of townfolk you could meet.)

The game has each of the professions one might meet in the West, from the standards of cowboy or lawman, to more mundane ones like dentist. These are listed with personal goals for characters that might be in those trades. Say you have a Farrier — a person that trades in furs. His goals would be fairly simple — start his business, make it permanent, grow it until he has an employee, etc. Cowboys would want to get a job as a ranchhand, work their way up to pushing cattle on long drives, to maybe buying his own herd and running it.

The production quality of the book is stunning: red embossed faux leather with gilding for the lettering on the binding. Heavy high-glass stock for the paper in full color with loads of Remington and Charles Russel paintings from the period. The clear shot clocks for pistol/rifle and shotgun are tucked in the back.

I forget how much I paid for the book, but it was upwards of $50 or more new. As a primer for an Old West campaign (or say, a certain space cowboy franchise) it’s invaluable for ideas. Substance is an easy 5 out of 5, with the background material making it worth the price of admission; the game system is well developed, but as I said — everyone I’ve met who has it has Aces & Eights as a sourcebook of sorts. The style is also 5 out of 5 — it’s a beautiful book.