Monday, July 13, 2009

Sexy Sexy Companions

Being a collection of cheesecake and beefcake shots of every Companion the Doctor's ever had on tv, even a couple that never boarded the TARDIS. Except the robots. Nobody wants to see that. And keep in mind, ladies, that there seems to have been less call to take beefcake shots of the TARDIS boys...

Sexy SusanShe's no granddaughter from where I'm sitting.

Sexy Barbara
From the strange boudoir photos of Britain.

Sexy Ian
Ladies, I've got hair enough for all of you.

Sexy Vicki
Let the glam begin.

Sexy Steven
Cuz everybody loves a dog.

Sexy Katarina
I told you I was including all of them.

Sexy Sara Kingdom
Though to be fair, Jean Marsh was never hotter than as Sara Kingdom.

Sexy Dodo
Best I can do.

Sexy Ben
Girls swoon now.

Sexy Polly
Come and have the special Polly cocktail. (Yes, a full-blown Moonbase reference.)

Sexy Jamie
The 60s were all about the hair. Not that it isn't now.

Sexy Victoria
Oh those Victorian values!

Sexy Zoe
For the other side of this coin, see The Mind Robber.

Sexy Liz
The stories Bessie could tell.

Sexy Jo
The cleanest shot of the set.

Sexy Sarah Jane
Sarah doesn't want to play our game, but she doesn't need to.

Sexy Harry
Was the UNIT era, the disco era?

Sexy Leela
Don't you just love a bad girl?

Sexy Romana I
And they say the Time Lords are sexless.

Sexy Romana II
If you want her in taller hair, the Internet can help you out.

Sexy Adric
Two words that don't really go together, but here you are, girls.

Sexy Tegan
Probably not Janet Fielding's favorite day on Doctor Who.

Sexy Nyssa
Her only good costume, as she slipped out of the series.

Sexy Turlough
Cuz everybody loves a bad boy.

Sexy Peri
Oh 80s, sometimes you did good.

Sexy Mel
And sometimes you made me feel confused.

Sexy Ace
Very confused.

Sexy Grace
Grace and class.

Sexy Rose
Before the Doctor, before Mickey, there was this bloke down at the pub...

Sexy Captain Jack
Some of you have been waiting 30 pictures for this.

Sexy Mickey
I feel a little like Postmodern Barney...

Sexy Jackie
There's a four-letter acronym for this.

Sexy Martha
Just so's you can look at the tattoo, of course.

Sexy Astrid
You're no Jo Grant, honey, but points for trying.

Sexy Donna
Dimensionally transcendent.

Sexy Lady Christina
You're not learning anything new today, are you?

Sexy ???
We don't know her name yet, but she's off to a good start.

Star Trek 948: (A Little Adventure...) ...Goes a Long Way! The Conclusion!

948. (A Little Adventure...) ...Goes a Long Way! The Conclusion!

PUBLICATION: Star Trek v.2 #43, DC Comics, February 1993

CREATORS: Howard Weinstein (writer), Gordon Purcell and Arne Starr (artists)

STARDATE: 8915.1 (follows the last issue)

PLOT: The Binzalan engineer is badly hurt by the latest radiation leak, leaving Scotty in charge of a ship in massive disrepair. Meanwhile, the mother of the splinter religion's "saviour" is prematurely in labour. The child is born aboard the ship even as the Binzalan authorities arrive and attack to get back, not the pilgrims per se, but the heir to the throne, the baby's father who faked his own death to escape his former life. The Enterprise arrives in a nick of time to beam everyone aboard the ship as it detonates from the leak, and Kirk and Spock mediate matters between the Binzalans. The prince is happy to be exiled from his homeworld, and the faithful are not to be told the baby was born before reaching the colony. As for the Binzalan engineer, she is inspired by Scotty to perhaps join Starfleet.

CONTINUITY: None.

DIVERGENCES: None.

PANEL OF THE DAY - When you have only so much money to spend on trade paperbacks.
REVIEW: The plot turns out to be much ado about nothing, with the bad guys giving the good guys exactly what they want as "punishment", and the issue using up half the page count to get us up to speed from the previous issue (at least, nothing new happens). Scotty and McCoy are still well used, but the Enterprise provides a deus ex machina that doesn't give them their due. Mildly disappointing despite some good dialogue here and there. Weinstein is getting better at characterization, but not at plotting.

Sunday, July 12, 2009

This Week in Geek (5-11/07/09)

Buys'n'Gifts

DVDs from the East... The Legend of Fong Sai-Yuk (still feeding the Kung Fu Fridays beast here at home) and Seven Samurai (finally found a copy that wouldn't break the bank). DVDs from the West... Two new Classic Doctor Who releases (well, three since The Rescue and The Romans are in the same release, the other is Attack of the Cybermen) and Lars and the Real Girl (a birthday gift, actually, so thanks to Iz and Etienne for that).

Oh and our resident xBox got itself a download of The Lost and Damned for GTA4. I'm taking it slow, but those hogs are a pretty ride.

"Accomplishments"

DVDs: The big one I flipped (it took me a week, most of it on vacation) is the 3-disc release of Hot Fuzz. Indulgent and at the same time self-deprecating, I thought all the extras on this puppy were entertaining, but man... that took a long time. Here's the breakdown:
Disc 1: The film (2 hrs) with 5 commentary tracks (Simon & Edgar, the guys playing cops, Edgar & Tarantino, the guys playing villains, and two real policemen), deleted scenes (20 min), outtakes (10 min) and a few extra bits.
Disc 2: Making of documentary (30 min), 8 featurettes (45 min), 23 video blogs (25 min), pictures, posters, sfx comparisons, plot holes explained, and Dead Right, Edgar's amateur cop film he made when he was 18 (40 min)... which has 2 commentary tracks (his, and Nick and Simon's hilariously groaning away at it).
Disc 3: A documentary on the US press tour (1h10) with a commentary track, 5 more video blogs, and 4 filmed podcasts.
Phew! As for the film, it's a clever cop comedy, which nevertheless has a too-long finale. That's the point of the parody, I know, but is strains my patience as much as any Michael Bay-type finale would.

We turned Kung Fu Friday into Hong Kong Friday this week by watching Infernal Affairs which, despite the totally ridiculous cover, has no real gun fu in it. This is the film The Departed was based on, and when I say based on, I really mean remade wholesale. Scorsese lost a few points with me that night, as Infernal Affairs tells the same exact story (very much with the same details) with 40 fewer minutes and a villain that out-badasses Jack Nicholson. Tony Leung and Andy Lau aren't bad either... what am I saying, they're great! Throw in Christopher Doyle's beautiful cinematography and you have a high end Hong Kong picture that tends to outshine its American copy. The DVD has a couple of making of features. Nothing much, but cool to watch.

Then, The Right Stuff. To tell the truth, this was the first time I sat through the entire 3+ hour monster, as I'd always found its direction rather wonky. Still do. It's bloated and indulgent, with comedy that misfires more often than it amuses, but there are some very good elements in it nonetheless. Chuck Yaeger's story is the real heart of the film despite essentially being a parallel subplot, and the editing is often a delight. I'd actually gotten this to put in front of my From the Earth to the Moon collection (which is followed by Apollo 13), because I love the early days of space travel as a rule, and I was interested in what extras the DVD could offer. Well, while there is information and footage on the Mercury missions, it's mostly about how to relate them to the screen (which is fine) and how it was received by some of the astronauts. There a commentaries on selected tracks and a long PBS biography of John Glenn on the occasion of his returning to space in '98. Deleted scenes complete the package. Good stuff, and I can say I have a greater appreciation for the film.

Olivier's 1948 Hamlet was necessarily next. I had a VHS version of it, but had yet to watch my DVD copy. Thing is, my Hamlet blog requires me to discuss its opening scene sometime this week, so I gave it a full viewing. Still has some surprisingly modern elements, and I can see why it would win Best Picture at the Oscars that year, but I can't get into Olivier's performance. According to Criterion's leaflet, that's a common opinion. The DVD has nothing else to offer, most of Olivier's Shakespeare-related extras being on his Richard III, which was included in the same boxed set.

Speaking of Hyperion to a Satyr, entries this week include:
Act I Scene 1 according to Shakespeare
Act I Scene 1 according to Branagh

New Unauthorized Doctor Who CCG cards: 26, most from Warriors of the Deep and completing my committment to that story. Destiny of the Daleks is next. Can't exactly do a Masters of War expansion and not include the despotic rubbish bins in it, can I?

Someone Else's Post of the Week
Chris Sims of Invincible Super-Blog fame wrote a feature for the Comics Alliance about Suicidally Depressing Comic Strips. I knew newspaper comics were something of a wasteland, but I hadn't realized they'd gone from unfunny to terminal. Face it, the comic strip form now thrives on the Internet, not in the pages of your local paper. Says something about their respective viewership.

Star Trek 947: Betrayal

947. Betrayal

PUBLICATION: Star Trek Deep Space Nine #6, Pocket Books, May 1994

CREATORS: Lois Tilton

STARDATE: Season 2, possibly between The Maquis and The Wire.

PLOT: As if Sisko didn't have his hands full when terrorist bombings on the station threaten a trade conference, the Cardassians come for a visit on behalf of the newly elected Revanche Party to claim the station and Wormhole. Things are further complicated by one of the Cardassian crewmen, an abused member of the former party in power named Berat, seeks refuge aboard DS9. He helps identify the latest bomb as Cardassian, exposing their plot to destroy the station and blame it on Bajoran terrorists, thereby weakening their position as a productive member of the interstellar community. With Berat's help, the crew move the bomb to the Cardassian ship where it eventually explodes after its Gul refuses to stand down. The Revanche Party discredited, Gul Dukat returns to a position of power and takes Berat home.

CONTINUITY: The Kohn-Ma (Past Prologue) seem to take credit for the bombing of Garak's shop (a precursor to Improbable Cause). Gul Marak has a meeting with the Klaestron ambassador (that world's Cardassian connection is from Second Skin, though they first appeared in "Dax"). The momentary rise of the Revanche Party and fall of Gul Dukat could have resulted from events in The Maquis.

DIVERGENCES: Gul Macet is on the cover as Gul Marak, which wouldn't be so bad if Dukat, also played by Marc Alaimo, didn't also appear. Klaestron is mispelled Klystron. A 72-hour ultimatum contradicts DS9's usual 26-hour day convention. The terrorist subplot is so close to The Circle's, it makes Betrayal hard to place in the timeline. Words not used anywhere else in Star Trek include the Cardassian Subofficer rank and the curse word "frack".

SCREENSHOT OF THE WEEK - Stock footage from the teaser
REVIEW: Lois Tilton has claimed in interviews that writing tie-in novels just wasn't for her, but she avails herself of the opportunity pretty well. Bajoran-Federation-Cardassian politics are well rendered, with the Revanche Party getting its own identity, one that taps into the brutish side of Cardassian personality. The book's highlight, for me, was Berat's POV. It gives us a chance to learn about life on a Cardassian ship, where fear and paranoia are the order of the day. Less interesting is the identity of the agent aboard Deep Space 0, whose betrayal is pretty much telegraphed. A minor plot point, in any case. Good use of Jake and Nog (surprisingly), as well as Sisko, Kira, Odo and O'Brien.

Next for the SBG Book Club: Invincible Part I (SCE), Invincible Part II (SCE), Planet of Judgment (TOS), Power Hungry (TNG), Warchild (DS9).

Saturday, July 11, 2009

Spaceknight Saturdays: The Black Album

What has gone before: In a ± final throwdown with Hybrid, Brandy Clark was taken out of the Starshine armor and put into a deep coma. Now Rom must fight alone.

Well, except for the SHIELD and army guys, except they were never very good. Even the Espers are drawing a blank these days.

And there's Rick Jones, but he's dying of cancer, so yeah... Not THAT much help.

And of course, he could always call on every other superhero in the phonebook, but they all have their own stuff to worry about, like, I dunno, stopping Paste-Pot Pete from gluing a bank or something. Still, Rom should think about picking up that phone because clearly, the Dire Wraiths have are putting it all in this time.
Say what you will about Ditko's Rom (and some of you have), Jackson Guice inks some pretty fearsome Deathwings. The skies are darkened with them as EVERY LAST WRAITH ON EARTH get together for an awesome Burning Man ritual.
Yes, this is the issue in which the Dire Wraiths literally STAB THE SUN! Rom's around, of course, fighting them front...
...and back. But their spells are more powerful than ever and they send Rom into "the darkness of Wraith-Realm" as per the cover. As Rom is about to be lost though, he has a... vision?
How Starshine saves him is a mystery, but the darkness is dispelled, and that's a fact. Doesn't help with the wounded sun however.
For that, Rom goes to the little girl who had a Wraith die in her mind and now knows all about their plans (issue #60). She's traumatized to the point of catatonia, but LOOK INTO ROM'S EYES AND YOU CANNOT DENY HIM!
She gives up the goods. The stab wound is actually a tether that's drawing the Wraith's world and star to our system where they will merge into one. Ooh, that can't be good for us.
There's only one thing for it. We have to arm humanity with neutralizers, and only one person on Earth has the know-how to build them. He's already made one, in fact, but he won't make more. And that man is Forge.
What's this untold chapter of the Wraith War? Come back Friday for a special prologue to our next Spaceknight Saturday and all will be revealed!

Star Trek 946: A Little Adventure!

946. A Little Adventure!

PUBLICATION: Star Trek v.2 #42, DC Comics, January 1993

CREATORS: Howard Weinstein (writer), Gordon Purcell and Arne Starr (artists)

STARDATE: 8914.6 (follows the last issue)

PLOT: Coming off some boring conferences, McCoy and Scotty hope for an adventure before the Enterprise comes back for them. They decide to help out some Binzalian pilgrims intent on reaching their new home where their pregnant member can give birth to their religion's saviour. McCoy's sure the baby will come before they make it though. Scotty has his own trouble with the Binzalian ship's crappy engine room. Then, the Binzalian authorities show up at the starbase they just left looking for "a dangerous fugitive"...

CONTINUITY: None.

DIVERGENCES: None.

PANEL OF THE DAY - What one friend wouldn't do for another.
REVIEW: Hey, this was a good bit of fun. Weinstein's Kirk and Spock remain as boring as ever, but whenever he focuses on other pairings, the comic gets fun again. Though his old chestnut of having a factioned alien race is once again used, it's played as a comic character piece, McCoy in particularly good form. I do wonder how the duo can help Binzalians who have just lost a pilot, when neither of them is at the helm though.

Friday, July 10, 2009

Milk and Cheese - Cheating Allowed!

I was moving some game boxes around and I found this stuck between two of them: Milk and Cheese's Stupid Little Boardgame from Wizard Magazine #54.
Click for readable size and enjoy the mayhem. This has been Games Week, play safe!

Star Trek 945: Runaway

945. Runaway

PUBLICATION: Star Trek v.2 #41, DC Comics, December 1992

CREATORS: Howard Weinstein (writer), Rod Whigham and Arne Starr (artists)

STARDATE: 8611.1 (follows the last issue)

PLOT: The Enterprise searches for a lost science vessel in an area of space punctuated by stellar pulses when an energy being enters the ship and starts possessing various crew members, turning them into elated (read: high), creative versions of themselves. Other, similar entities invade the ship to retrieve this "runaway" who only wanted to experience humanity/vulcanity before going back to the star that spawned it to die. As soon as everybody makes friends, the lost ship turns up.

CONTINUITY: Tuchinsky is still around, the last remaining original character from Peter David's (or anyone's) run.

DIVERGENCES: None.

PANEL OF THE DAY - Today, the role of the alien energy vortex will be played by Keanu Reeves.
REVIEW: In addition to less than believable dialogue from the energy beings (see panel above), there's entirely too much technobabble in this issue. It's what happens when Spock and Saavik talk to each other, I suppose, but a lot of it is repetitive and inconsequential. The strength of the issue lies in showing us a bit of the ship's life - Chekov taking up painting, the shooting range's groovy alien targets, that kind of stuff. But there isn't a lot of it, with two of the affected characters being really excited about consoles. An ok one-off, but you almost get the feeling that some of the set pieces weren't scripted, just put in by the artist to spruce up some boring dialogue.

Thursday, July 09, 2009

The Next Liberty City Stories

My house just got The Lost and the Dead expansion pack for Grand Theft Auto IV, and not a moment too soon. I've almost burned even the Achievements on Nico's story and I'm on vacation. These next three weeks are gonna be filled with bikers.

And Gay Tony in the fall. But if Rockstar continues to expand on Liberty City instead of moving camp to another city, what stories could be left to tell? In the same vein as my meditations on what cities would make good Grand Theft Auto locales, I present my Top 3 ideas for expanding on Liberty City.

3. Chinatown WarsWhy should Gameboy (or whatever) users have all the Chinatown fun? Either adapt this sucker or create another storyline revolving around the Yakuza, the Chinese Tong and other goings on in Chinatown. Every time I'm over there and draw a gun, it seems like there's a gang banger ready to pull on me. I want to tap into that.

2. Union Dues
You play a blue collar Joe that starts doing jobs for his corrupt union until things get out of control. It's the second season of The Wire on the docks, or the construction sites, or any number of locations in the industrial park, the latter a largely underused section of the city. It ends with the nuclear reactor going into meltdown. And hardhat armor!

1. Fifth Avenue
A stretch, I know, but GTA should cover white collar crime as well. Think Dick Jones in Robocop. You start out as a yuppie wannabe power broker that goes up the corporate ladder through industrial espionage, sabotage and bumping off the opposition. Wall Street has never been so cutthroat.

Who would YOU like to play in Liberty City?

Star Trek 944: Showdown!

944. Showdown!

PUBLICATION: Star Trek v.2 #40, DC Comics, November 1992

CREATORS: Howard Weinstein (writer), Gordon Purcell and Arne Starr (artists)

STARDATE: Unknown (follows the last issue)

PLOT: When the Tabukan facilities are damaged by explosions, Sulu evacuates their personnel and backs off in case their arsenal detonates. The Maroans see this as an opportunity to grab the weapons, as counseled by arriving Maroans from the other system. When they board the facility, however, Starfleet personnel are waiting for them with phasers. It was a trap laid by Sulu with the help of Chekov on the commandeered Maroan ship. The Enterprise and Excelsior get out from behind some asteroids and engage the remaining ships. When things get desperate, the lead Maroan ship sets a collision course with Excelsior, but the Enterprise destroys it at the last moment. The Excelsior's chief engineer having found a way to safely beam out the Tabukan arsenal, he does so and explodes them in the dead of space, convincing the Romulans and Maroans to leave well enough alone.

CONTINUITY: As the previous issue.

DIVERGENCES: As the previous issue.

PANEL OF THE DAY - Ohhhnooo...
REVIEW: The finish is a good one, with many of the characters getting their licks in, and the Maroans thoroughly trounced. A fairly good send-off for Sulu, but it really didn't have to be this long (the medical emergency thread particularly inconsequential). I've mentioned Purcell's difficulty with outer space action before, and it shows here. Perspectives are wonky, ships are destroyed out of nowhere, and there's one supposedly cool shot of the starships coming out from behind the asteroid that just doesn't work. And just why was this all called The Tabukan Syndrome? Where was the syndrome exactly? But Weinstein's titles are pretty lame by any standard. For example, there's a collision course in this chapter, but the previous one was called Collision Course. One thing's for sure, I'm gonna miss Sulu regardless of who's writing him.

Wednesday, July 08, 2009

Cat of the Geek #9: Blinx

Name: Blinx
Stomping Grounds: Blinx: The Time Sweeper and Blinx 2: Masters of Time and Space for Xbox
Side: Good
Breed: American Shorthair / Japanese Bobtail mix
Cat Powers: The ability to stop, slow and reverse time. A mighty big vacuum cleaner with both Suck and Blow settings.
Skills: Eat 3, Sleep 9, Mischief 9, Wit 8, 4D Thinking 7
Cat Weaknesses: A thick Japanese accent. An unhealthy jealousy of Crash Bandicoot.

Star Trek 943: Collision Course

943. Collision Course

PUBLICATION: Star Trek v.2 #39, DC Comics, November 1992

CREATORS: Howard Weinstein (writer), Rod Whigham and Arne Starr (artists)

STARDATE: 8604.3 (follows the last issue)

PLOT: McCoy and Wilson save the Maroan leader's life, so the colonists tell them they can't heal anyone anymore. Meanwhile, the Excelsior routes Maroan raiders taking advantage of a Tabukan sabotaging one of their facilities' shields. The Enterprise arrives to rescue McCoy, which it does after destroying part of the Maroan satellite network preventing anyone on the planet from beaming. Maroan ships in the area soon surrender (as do the colonists when Kirk comes in and tells them to accept Dr. Wilson's help). Back in Tabukan space, facilities explode as the Excelsior watches and does nothing...

CONTINUITY: As the previous issue.

DIVERGENCES: As the previous issue.

PANEL OF THE DAY - Worst case scenario of the day: Somebody broke the tv.
REVIEW: This is the second time the McCoy thread has ended in a cliffhanger, and when the next issue's come around, nothing happens. Come on, now. And how many times can Excelsior route the Maroans before we can just laugh them off as not much of a threat? The fight between the Enterprise and the Maroans is equally devoid of suspense, unless you count my wondering when Saavik will actually do something to show she's been included for a reason. The only interesting bit is pretty much the last page that features some kind of clever plan on Sulu's part, but we don't yet know what it is. But I've learned not to trust these cliffhangers.

Tuesday, July 07, 2009

Memories of Cosmic Encounter

I've got a little gaming groove going on this week...

In the early 90s, I played a fair bit of Cosmic Encounter and my Mayfair boxes (CE and More CE) are still among my prized gaming possessions. There's a new version out with plastic pieces and a warped design, but mine looks like this:For the uninitiated, Cosmic Encounter is a board/war game in which each player has an alien star system and attempts to put bases on another player's planets. The twist is that each alien (and there are more than 100) has its own way to bend the rules or "cheat". Every game is different because players don't draw the same aliens, and the more players there are (3-6), the crazier the strategy gets.

I still have the scoring sheet my group used to mark points (I was in second place when we stopped), and we had this thing where when an alien invaded another, that race would be "locked" (or subjugated) and could not longer be pulled. If a player wanted to free his favorite aliens, he could, but only be defeating the subjugator species. Ultimately, there would only have been one species standing. Probably Vampire or Zombie. Assassin, Will and Trader seemed to be doing well too. And we were hard core about it: None of that 3 bases for the win. Only total domination counted.

Apparently unsatisfied with the 48 alien powers from the Basic Set + 60 aliens from More CE, I made cards for the couple dozen in the copy of Encounter magazine included in the first box. The more, the crazier, is pretty much my motto. AND I also made three that, judging by the geek content, came out of my brain. I share them with you here today.

DALEK
Discards compromise and low cards
You have the power to exterminate. Whenever you have compromise cards or attack cards with a value of 6 or less inclusively, you may discard them and pick the same number of new cards from the deck. You must show the discarded cards to the other players by putting them face up.
History: The Daleks are an evil race of mutant cyborgs from the planet Skaro bent on conquering the cosmos. They have a reputation for having no mercy as they scream out their war cry: "Exterminate! Exterminate!"
Siskoid's notes today: Pretty badass, and no doubt created just so I could do my Dalek impression at the top of my lungs as my enemies fell.

HUMAN
Uses reverse planet hex
You have the power to adapt. Before play starts, pick a Destiny card containing all the cones. You must pick the solar system of the color you picked from the deck. Take the system and inverse it. You then play with whatever powers the more complex system offers. If you picked a wild card from the destiny pile, you may choose the color you want.
History: The Humans come from an ancient planet known as Dirt or Earth on which many climates co-exist. The Humans have thus learned to adapt to almost any environment or situation.
Do not use with reverse hexes.
Siskoid's notes today: My great love for the crazy reverse hexes (world ships, gas giant, asteroid field, ringed planet) combined with the fact humanity wasn't in the game gave rise to this, my favorite design.

KRYPTON
Gets stronger as he gets away from home
You have the power of tourism. On your own system, your tokens have the normal value of one. On the adjacent systems (i.e. hexes), the value of your tokens is two when defending a base on an alien planet. On the next two systems, the tokens are worth three and on the last, furthest system, the tokens are worth four. The tokens regain their normal value when they are in the cone or in the warp. Only when defending as a main player are the new values used.
History: The Krypton are very powerful beings when not exposed to the low energies of their star. When they gained space travel, they discovered that the furthest away from their star they were, the more powerful they became, making them relatively easy to destroy on their homeworld.
Siskoid's notes today: If Daleks were based on offense, Kryptonians were based on defense.

I've spared you the scratch drawings I'd done for each one. So... any other Cosmic Encounter players out there?

Star Trek 942: Consequences!

942. Consequences!

PUBLICATION: Star Trek v.2 #38, DC Comics, October 1992

CREATORS: Howard Weinstein (writer), Gordon Purcell and Arne Starr (artists)

STARDATE: 8601.6 (follows the last issue)

PLOT: The Enterprise helps the Excelsior with its repairs and the Tabukans explain how their weapons work. Sulu may have an idea how to use the knowledge that the bombs require super-advanced triggers. When McCoy fails to check in, the Enterprise leaves. He and Dr. Wilson are working on patients when freedom fighters blow up the Maroan HQ, and those freedom fighters are willing to kill the two doctors if they try to tend to the Maroan wounded...

CONTINUITY: As the previous issue.

DIVERGENCES: As the previous issue.

PANEL OF THE DAY - Lessons learned from the Romaine fiasco.
REVIEW: There are some cute character bits like Kirk adapting to Sulu's new rank and giving him his space, as well as Scotty's seduction of the innocent, introducing the Excelsior's dry chief engineer to scotch. Uhura and Chekov get a nice, quiet scene as well. However, I have to question the plotting. The Enterprise flies to Excelsior's side, gets to hear some exposition, and then flies right back to McCoy's side. It's a frustrating back and forth that puts the lie to the title. As we learn more about Dr. Abby Wilson, we might think she's actually an old flame, or an old crush, but there's so little chemistry between her and McCoy that it could shape up to be the lamest romance ever. If that's even what Weinstein is gearing up for. I can't quite tell through their flat scenes.

Monday, July 06, 2009

More Doctor Who RPG Thoughts

I have to say, the Doctor Who RPG announcements of the last couple weeks have had me thinking a heck of a lot about what I'd do with it. So much so I may not wait for it and start a campaign using the Cinematic Unisystem rules in the meantime. What WOULD I do with it? Here are a few thoughts:

Regeneration
Though Unisystem manages to balance "Heroes" and "White Hats" (in this case "Time Lords" and "Companions") reasonably well, it's still likely players will want to play a Time Lord first, and a Companion second. Regeneration offers a way to give everyone a turn at the TARDIS controls.

In a long-term campaign (or "series"), a player might have use of the Time Lord until that character is killed, at which point another player would be able to retire his or her Companion and be responsible for creating the Time Lord's next regeneration. Same name, same goals, everything else is different. A neat way to give everyone a chance.

If play is less frequent and more episodic, a group might be able to share a Doctor (let's call him the Professor) on a rotating basis. Player 1 might play the Professor's first regeneration, while Player 2 has the second, etc. Same character, and though we know his future selves, we don't know how he got there necessarily. This group would agree to rotate Professors and Companions between each arc. In either scenario, a "Five Professors" story becomes a distinct possibility!

Over-Crowded TARDIS
On the show, the best TARDIS crews seem to be two people. Three's ok. Four only ever worked for the original cast and never after that. Role-playing groups, however, usually run 4 to 6. So you see the problem if trying to simulate the program. One way around this is to have the three most dependable players act as TARDIS crew, while other players take on the roles of the "near-companions", pre-generated allies that happen to live where the Professor lands. To name only a few from the new series: Lynda with a Y, Captain Jack in Empty Child, Astrid Peth, Mickey, Nancy, Brannigan, etc.

These characters are more expendable than TARDIS crew, which is an interesting role-playing challenge, as is the idea of having a different role in each story. For very dependable groups, the above rotating companions idea would help alleviate TARDIS envy. In my case, I have a number of on-again, off-again players who could play "native sons" of whatever world the TARDIS is dropped onto. And as you can see from the examples, there are recurring allies (especially on present-day Earth), allies who return as Companions, and old Companions who return as allies. Your favorites need not be one-offs!

Adventures for the Lazy GM
You might be able to find an old adventure module for the FASA game (I have one), and maybe there's stuff on the Internet (the unofficial Unisystem game has strong ideas), but when going forward with an unsupported game, you're not going to get many pre-fab adventures. Where do you get your ideas?

First of all, it's Doctor Who. It goes anywhere, anytime. In other words, any science-fiction, horror or historical adventure made for ANY game will likely work with the Professor thrown into it. Magic should be used sparingly, and worlds should be able to exist in the same continuum as Earth (not that parallel worlds need be excluded), but that still covers an awful lot of games on the market.

What I think I'll do, however, is mine Big Finish's audios for storylines. I have a great many of these, as well as their published soundtracks. I can use these latter discs to create an atmosphere for the chosen story, and then lend my players the story itself so they can see how they compared to the Doctor. It's something I've done when playing the James Bond RPG's movie-themed published adventures - a movie night showing the featured film after we'd played it out. Players had a lot of fun pointing to "themselves" and delighting in both similarities and differences. And unlike the television series, I can be pretty sure players have not experienced the stories.

I really am gearing up for this, aren't I? And I'm even hoping to draw some actual girls to the game (I know, unheard of), seeing as Companions have traditionally been women, and I have quite a few female fans in my pocket. But... baby steps. Baby steps.

What would you do with a Doctor Who RPG?

Star Trek 941: Prisoners of War?

941. Prisoners of War?

PUBLICATION: Star Trek v.2 #37, DC Comics, October 1992

CREATORS: Howard Weinstein (writer), Rod Whigham and Carlos Garzon (artists)

STARDATE: 8600.2 (follows the last issue)

PLOT: The Excelsior was lucky in routing the second Maroan attack, but Sulu doesn't take any more chances and calls the Enterprise for back-up. Because of the medical emergency fabricated by Maroans at the other system, McCoy refuses to leave. Once the Enterprise leaves, however, the Maroans send another toxic cloud to the planet, reveal themselves and claim the world as their own. McCoy and his doctor friend Abby Wilson are powerless to stop them...

CONTINUITY: As the previous issue.

DIVERGENCES: As the previous issue.

PANEL OF THE DAY - It's all about the special effects with you kids today.
REVIEW: In the middle of these arcs, there's the inevitable moment when we must spend an inordinate amount of time on a subplot or side-track. This is the one. While I'd much rather be spending time with the Excelsior crew, or maybe even the Enterprise's, I'm stuck with McCoy and his uninteresting friend. At least the Maroans appear to be worthy foes, both in design and intention. Purcell returns for an issue and shows a weakness with ship-to-ship action, the fight between Excelsior and the Maroans especially hard to follow. So still a better than average story, but this definitely feels like its lull.