04 February 2026

Frankenstein: Annotated for Scientists, Engineers, and Creators of All Kinds (MIT Press, 2017)

A few years ago, when I was working on revising the chapter about Frankenstein from my never-finished book project, I decided I probably should update my citations of the novel from the 1990s Norton Critical Edition I'd been using. So I looked around for a more modern critical edition, specifically one that uses the 1818 first edition as its copytext (which I find more interesting than the 1831 version, which is what the Penguin Classics edition uses). I came across this one from the MIT Press, published for the bicentennial of Frankenstein in 2018, aimed—as the subtitle says—at "scientists, engineers, and creators of all kinds." 

What this means in practice is that the book contains footnotes by a whole team of annotators (almost fifty), as well as seven short essays. The annotations and essays focus not on, say, tracing literary allusions and sources or making connections to literary theory or explicating biographical references, like you might see in a Norton Critical Edition or a Penguin Classic, but highlighting issues of science and responsibility.

I updated my citations as I revised my chapter, but I also added the book to my reading list, figuring 1) I was curious about the project as a whole, and 2) you certainly can't read Frankenstein too many times. (Especially if you study nineteenth-century literature and science!) Over Christmas break, I finally got around to reading it. This was my third time reading the novel in its entirety, though over the years I've dipped in and out of it many times. Here I thus want to focus on the paratext and not the text... though I will say that rereading the novel made me very much conscious of how long it has been since I've taught it (over a decade), and I would love to do so again... I feel like at this point in my life, I could probably get a whole semester out of the one book! I am not sure where an opportunity exists for me to so that in the near future, though.

Frankenstein or, The Modern Prometheus by Mary Shelley
Annotated for Scientists, Engineers, and Creators of All Kinds
edited by David H. Guston, Ed Finn, and Jason Scott Robert

Annotated edition published: 2017
Novel originally published: 1818
Acquired: May 2021
Read: December 2025

As I mentioned earlier, the annotations here focus on highlighting issues of science and social responsibility. Sometimes they do that by contextualizing the novel in the science and debates of its own time, but more often, I felt, they raise contemporary issues and then pose a lot of broad questions. I felt like overall they were probably intended to nudge undergraduates reading the novel in a college class into asking themselves questions that could provoke discussion.

I have two issues with this, and one I think isn't very fair to the project. This is that I actually don't think Mary Shelley was very interested in what we now think of as "science," because what we now think of as "science" was only just coming into existence at the time. This is something explained really well in, for example, Lorraine Daston and Peter Galison's Objectivity (2007) and Patricia Fara's Science: A Four Thousand Year History (2009), both of which explicate how it was in the nineteenth century when we came to understand science as its own epistemology with its own ethical commitments. Recall, of course, that there was no such figure as the "scientist" when Frankenstein was written! The annotations in the MIT Frankenstein treat the novel as representative of issues that didn't totally exist as the time it was written. Now, should an edition aimed at undergraduates delve into these distinctions? Almost certainly not to the extent of engaging with Daston and Galison or Fara, sure. But it's a distinction the novel itself draws: when Victor goes to university, he is frustrated that modern science focuses on "realities of little worth" (29). It classifies and organizes, and nothing else. What Victor wants are "chimeras of boundless grandeur" (29)... but he got those from alchemy, not science! So how can the novel be a critique of science when Victor's ambitions come from outside science?

I think it can, Shelley was clearly engaging with the ideas of the new approach to science, but I did feel like the MIT edition elided the distinctions that the novel itself was drawing when it discussed Victor's education. Even if Shelley didn't intend the novel to discuss "science" or "the scientist" as we now understand them, that doesn't prevent the novel from having something to say about them. Victor may not have been a scientist in 1818, but he certainly was one by 1900. Indeed, he is the scientist, the representation that precedes all others! It's an interesting evolution, but one that the annotations obscure more than they reveal I think. (Alfred Nordmann's essay does flag this up, but other than that, it doesn't come up much.)

But this might all be unfair as a critique; if the MIT edition spent a bunch of time explaining the history of science and drawing a distinction between pre- and post-Enlightenment epistemology, that probably would undermine its stated project of "reflect[ing] on how science is framed and understood by the public" and "contextualiz[ing] new scientific and technological innovations" (xi).

This leads me into my second point, though, which is that I felt like in their effort to accomplish this, the annotations often have a hectoring tone... and overlook a major aspect of what makes science "dangerous." They pose a lot of questions, but footnotes are just not a good space in which to develop interesting questions, they're too constrained. So the footnotes have this vibe of "did you think of consequences, STEM majors? well? well?" To tie into my previous point, the attempt to use the footnotes to critique science as an enterprise fails a bit because twenty-first-century science is so different from what Shelley was engaging with. For example, one footnote reads, "Mary adds the troubling notion that science itself—however based in rationality and a drive for human progress—may inadvertently create disruptions... which override the ability of society's institutions to contain them" (147n14). But where in this book has science ever claimed to be "based in rationality and a drive for human progress"? That's not a claim Victor ever made, that's not what underlies his ambitions at all, or even Walton's. Where does the novel ever engage with "society's institutions" and their attempts to control science? Victor is literally just a guy, there's no kind of engagement with the broader societal context of the scientific enterprise. Which is fine for Shelley, as such a thing was only just coming into existence when she wrote, but undermines the MIT edition's attempt to claim this is going on in the book. Elizabeth Bear's essay does point out that "any scientific utility in his [Victor's] work is of very little interest to him" (231); his motivations just aren't what we think of as scientific ones.

Moreover, there is huge problem with all the annotations' and some of the essays' discussions of science going too far... namely, they just seem to treat science 'going too far' as something that just happens, thanks to the hubris of scientists. For example, in Anne K. Mellor's otherwise strong essay at the end, she mentions "the ethical problems inherent in the most recent advances in genetics: the introduction of germ-line engineering through CRISPR-Cas9 techniques of DNA alteration and the current scientific possibility of producing what Victor Frankenstein dreamed of, a superhuman 'designer baby'" (244). But what Mellor (and most of the edition's other contributors) don't actually explain is 1) why are these things bad, and 2) why would people do these things if they are obviously bad. They just 1) take it as read that these things are bad, and 2) seem to think that scientists will go around doing bad things just because. (The essays are generally better about this than the annotations, presumably because they have more space; maybe the real moral of this edition is that it's impossible to squeeze thought-provoking complexity into short footnotes, or even long ones.)

The first is a bit annoying. What makes a "designer baby" bad? A couple generations ago, there was a panic about "test tube babies" when IVF came along... and IVF is totally normalized now. Are we just freaking out about the next thing that's "against nature" for a kneejerk reason?

But the second issue really grinds my gears, because it seems that why scientific discoveries or technological developments are "misused" is a huge blind spot in a lot of discussion of science or technology. Is it because scientists are just cackling manically, or because they're oblivious?

No, it's neither. In this volume, only Cory Doctorow gets it right, in his essay at the back. People don't just "misuse" technologies because they want to; they do it for power. Specifically, in our world, that usually ends up meaning state power or financial power. The problem with splitting the atom is that it was used by nations to exert dominion over other nations; the reason someone might make a "designer baby" is that someone else will pay for it. It's not really about science or technology at all, it's about neocolonialism and global capitalism. That's what we need to afraid of. But most of the writers and annotators here focus on the science and technology itself.

Doctorow's essay, "I've Created a Monster! (and So Can You)," does an excellent, accessible job of laying this out, on both the individual and societal level. "How the railroads were built was the result of individual and often immoral choices. How the railroads were used was the result of a collective choice made by all the people in your social network" (211-2). Being Doctorow, he uses social networks as his example of a technology that gets (mis)used for profit, but I like that because it's accessible and clear: "A service like Facebook was inevitable, but how Facebook works was not" (212). The same goes for nuclear technology or germ-line genetic editing or whatever technology you want to analogize to Frankenstein. Too many people making this book focus on the choices of individual scientists, when what's really at stake are the choices of individuals with financial or political power, and the choice of society when it comes to regulation. The warning of this MIT edition is aimed at the wrong audience; if we want to prevent the misuse of science, we don't need an edition annotated for "scientists, engineers, and creators of all kinds," we need an edition annotated for the military-industrial complex and venture capitalists.

I'm guessing they'd be even less likely to read it, though. 

(The other essay that I thought got it right was Jane Maienschein and Kate MacCord's "Changing Conceptions of Human Nature," which focuses on Victor's education moreso than the creature.)

Also, as far as being a critical edition goes, I was a bit frustrated that the book claims to have a "painstakingly line-edited and amended version of the original manuscript" prepared by Charles E. Robinson (xii)... with absolutely no explanation of what this means! I get this is aimed at STEM undergraduates not literary scholars, but surely a half-page "note on the text" would not have gone amiss so that (say) a literary scholar choosing to assign the text knows the provenance of the version they are assigning! A weird misstep, in my opinion; it's a minimal-effort thing that people who don't care can just skip, but people who do care very much need!

03 February 2026

Justice League International Year Eight, Part II: Judgment Day (JLA #89-92 / JLI #65-68 / JLTF #13-16)

Finally, at last, we come to the end of the Justice League's pre-Zero Hour run... and thus the end of my continuous reading; from here I'll be jumping ahead a bit. Here we have the final issues of Justice League International and Justice League Quarterly, as both series were cancelled with Zero Hour. (The JLI lettercol indicates more issues of JLQ were planned, though; it mentions an all–Tasmanian Devil issue by David De Vries and Kiki Chansamone which never happened.)

The Justice League did continue from this point, with JLI-era characters in its roster still like Booster Gold and Fire... but nothing I've seen or read of this era is even remotely appealing. As far as I can tell, Justice League America continued to lean  further into the "extreme" 1990s aesthetic, and of course, it was paired with Extreme Justice, which was surely even moreso. I could barely stomach the last year or so of JLA; I don't need more of this.

(Christopher Priest did take over on Justice League Task Force, which seems interesting, but I'll save reading that for another time.) 

Reading this era in order is pretty straightforward. Mostly the three series rotate between each other, one issue leading into the next. The only time there's not a direct continuation is between JLA #91 and JLI #15, so that's where I recommend reading the last two issues of JLQ.

from Justice League Task Force #14
Judgment Day / "Heroes Passage", from Justice League America #89-90, Justice League Task Force #13-14, & Justice League International vol. 2 #65-66 (June-July 1994) and Justice League America #91 (Aug. 1994), reprinted in Wonder Woman and Justice League America, Volume 2 (2017)
written by Dan Vado, Mark Waid, and Gerard Jones; pencils by Marc Campos, Sal Velluto, and Chuck Wojtkiewicz; inks by Ken Branch, Jeff Albrecht, and Bob Dvorak (with Robert Jones & Rich Rankin); letters by Clem Robins, Bob Pinaha, and Kevin Cunningham; colors by Gene D'Angelo and Glenn Whitmore

Judgment Day was a six-part story that rotated through all three Justice League monthlies: the American branch, international branch, and Task Force all teamed up to deal with a world-threatening menace. This is the Overmaster. Unsurprisingly, this story has all the negatives of all the recent stories from all three titles: bad art, especially by Marc Campos, over-the-top melodrama, incoherent plotting. Much of the story is never really explained. What is the connection between this Overmaster and the one that threatened the Detroit-era League? How did he cause all the disasters around the Earth before he even got there? Why was he going around empowering random people? Why doesn't he just destroy the Earth right away instead of imposing this countdown?

There are some nuggets of a good concept here. I liked the idea that Booster encountered a situation where he knew things were going to turn out fine in the future... but then the events of Zero Hour meant that his future knowledge actually wasn't right. But all the stuff about Booster being dead and not dead was painted with way too broad a brush. I did like the stuff between Booster and Beetle, though; I feel like their friendship was largely not utilized during Dan Vado's run so it was good to see it in play here. The idea no one was being born or dying is creepy.

On the other hand, we once again get an ineffectual Wonder Woman up against a rash Captain Atom when it comes to command of the League. I don't know why we needed to see this play out three stories in a row; it's insulting to both characters. (And when and how did Atom even become a League member again?) This time we get the added layer of a UN-threatened League shutdown from Maxwell Lord. I'm not sure why Max was kept on as a lead character after Breakdowns when he has done so very little of interest except occasionally be the face of UN interference.

The big aspect of this story is the death of Ice. It comes across as a bit of a Chewbacca moment: "kill the family dog." That is to say, kill the nicest character because it will garner the most sympathy. In execution, it doesn't work very well. Ice had been absent from the League for a long time, and since her return, hasn't even really felt like Ice in any meaningful sense. She spends most of Judgment Day under the Overmaster's mind control, which is not really an interesting way for a character to spend their final appearance. Surely an effective character death should remind you of why you liked someone before they get killed off, but there's none of that here.

The one thing I did like about the death of Ice was the actual issue in which it happened, JLTF #14, certainly the best issue of the whole crossover. As the League acts to stop the Overmaster, we keep cutting to T. O. Morrow and a couple other villains; every time the League does something, we see Morrow cross it off of a list of things he knows are going to happen. The culminates in him crossing Ice's death off the list. It's a surprisingly effective mechanic from writer Mark Waid, giving the death of Ice some impact.

Lastly, Dan Vado and Marc Campos's run finishes out with a coda issue about how the death of Ice affected the team. The characters snarl and posture a lot; the potential drama of Fire dealing with this is of course squandered by bad writing and worse art.

from Justice League Quarterly #16
"Visions of Glory" / "The Heart of Darkness" / "The Sleeper Awakens" / "Guardian Angel", from Justice League Quarterly #16-17 (Fall-Winter 1994)
written by Paul Kupperberg, Charlie Bracey, and Andy Mangels; pencilled by Vince Giarrano, Rick Stasi, Curt Swan, Khato, Danny Rodriguez, Carlos Franco, and Phil Jimenez; inked by Vince Giarrano, Dick Ayers, Jose Marzan, Khato, Andrew Pepoy, Richard Space, Rich Rankin, and John Stokes; lettered by Albert De Guzman, Gaspar, Agnes Pinaha, Chris Eliopoulos, Bob Pinaha, and Clem Robins; colored by Patricia MulvihillJerry NicholasPhil AllenGreg RosewallRobbie BuschScott Ballman, and Greg Wright

The first of the last two issues of Justice League Quarterly seems pretty random: it's an all–General Glory issue. In the monthlies, General Glory last did something other than appear in a crowd shot back during Breakdowns, so around three years ago. I'm not sure why editorial decided he needed a whole book devoted to him!

But I'm not going to complain because this is pretty good stuff. There's a frame story set after Judgment Day; after its events, General Glory reverted to his Joe Jones form—and had a heart attack. He's been hospitalized alongside a paralyzed hero cop, and Jones spend their time together telling the cop stories from the General Glory comic books published after the General disappeared. This provides a frame story for four "flashback" stories—though we know none of them happened. The first is a Kirby monster comic pastiche, with pitch-perfect art from Rick Stasi and Dick Ayers; the second a bit of a Batman pastiche. These were both really good pastiche... but I didn't really see the point. Writer Paul Kupperberg did something similar in an earlier issue of JLQ (see item #9 in the list below), but there to comedic effect.

There is good comedy in the other two stories. The Dark Knight Returns parody is hilarious: "The rest of the world merely visits, never getting deeper into my heart and soul than the foyer of my life. Me, I live down in the cellar, alone, the dry-rot of my discontent eating away at the timbers of my emotional support." Amazing! The Image parody isn't quite as funny, but it has its moments still. (It is a bit grating that here in JLQ, Kupperberg is making fun of the Image aesthetic while over in JLA, they're just ripping it off. Either it's good or it's not, folks, pick a lane!) The frame story is surprisingly good, too, aided by some strong art from Vince Giarrino. It ends with the debut of a new General Glory. Unfortunately, I think this guy never appeared again for two decades until Geoff Johns (of course, it's always Geoff Johns) brutally killed him to prove a situation was serious.

The very last issue of JLQ has a Global Guardians lead feature; I thought we'd finally gotten past these guys but I guess not. Like too many of them, it's more about setting up a new status quo than actually telling an interesting story. Plus this one is a lot about something happening in some kind of series called... "Primal Force"? What even is that? Did the Global Guardians ever get an ongoing feature? I doubt it, and I'm not sure why JLQ spent so much time trying to position them for one. The other two stories here focus on Captain Atom and Maxima. The Captain Atom one is fine; it's nice to see a post-resurrection story where he's not a dumb jarhead but though the idea here is decent the execution didn't grab me. The Maxima one is surprisingly good, as Maxima struggles to help a young teenage runaway forced to work as a prostitute. It's a bit on-the-nose but I liked it a lot. It's too bad we didn't spend more of Maxima's time in the League delving into her complexities like this. Some great art by the great Phil Jimenez.

from Justice League International vol. 2 #67
"Silver Ages" / "Family Troubles", from Justice League Task Force #15 and Justice League International vol. 2 #67 (Aug. 1994)
stories by Mark Waid and Gerard Jones, pencils by Sal Velluto and Anthony Williams, inks by Jeff Albrecht and Luke McDonnell, letters by Bob Pinaha and Clem Robins, colors by Phil Allen and Gene D'Angelo 

This linked pair of issues has the League continuing to deal with the fallout of Ice's death. A tabloid outfit tries to get details on her; the League agrees to not speak to the press, but Blue Beetle breaks the silence, both to get the truth out there, and to use the money to pay Booster's medical bills. It has its moments, but there's too much melodramatic posing and snarling. Clearly a lot of these issues are devoted to shuffling off the board the characters who won't play a role in the post-Zero Hour League, like Doctor Light and Power Girl. (Did the Power Girl pregnancy storyline ever get resolved anywhere? Honestly, I kind of hope not.)

from Justice League Task Force #16
Return of the Hero!, from Justice League America #92, Justice League Task Force #16, and Justice League International vol. 2 #68 (Sept. 1994)
written by Christopher Priest; pencilled by Luke Ross, Greg LaRocque, and Phil Jimenez; inked by Cramer, Banning, Faucher, & Marzan Jr., Rich Rankin, and John Stokes; colored by Gene D'Angelo and Dave Grafe; letters by Clem RobinsBob Pinaha, and Kevin Cunningham

Lastly, we finish out with a three-part story called Return of the Hero! The premise of this one is interesting: it turns out the Justice League had a sixth founding member we didn't know about, Triumph, who accidentally eliminated himself and the enemy the League was fighting from time. Triumph is brought back amid the timeline fluctuations of Zero Hour, along with the aliens he was fighting. But how can he get the League to help him when 1) they're in mourning for Ice, and 2) they don't remember he ever existed? This is by Priest, so it has a lot of good moments: Triumph's original story, the League needing to take a taxi to defeat the aliens in D.C., Ralph's self-realization about his role in the League, the Tasmanian Devil finally revealing his origin, L-RON in Despero's body. 

But it is brought down a bit by the repetitive over-the-top arguments and fights. I get that the League is under strain here but it feels like everyone says the same thing five times. And Triumph's own emotional throughline seems a bit muddled. I'm not totally sure what point is being made with him here.

This ends with the League in tatters... yet again. But like I said, that's enough for me for now! On to the returns of the original JLI team. 

This is the fifteenth in a series of posts about Justice League International. The next covers Formerly Known as the Justice League and I Can't Believe It's Not the Justice League. Previous installments are listed below:

  1. Justice League #1-6 / Justice League International #7-12 (May 1987–Apr. 1988)
  2. Justice League International #13-21 (May 1988–Dec. 1988)
  3. Justice League International #22-25 / Justice League America #26-30 / Justice League Europe #1-6 (Jan. 1989–Sept. 1989) 
  4. Justice League America #31-36 / Justice League Europe #7-12 (Oct. 1989–Mar. 1990)
  5. Justice League America #37 / Justice League Europe #13-21 (Apr. 1990–Dec. 1990)
  6. Justice League America #38-50 / Justice League Europe #22 (May 1990–May 1991)
  7. Justice League America #51-52 / Justice League Europe #23-28 (Feb. 1991–July 1991) 
  8. Justice League America #53-60 / Justice League Europe #29-36 (Aug. 1991–Mar. 1992) 
  9. Justice League America #61-65 / Justice League Europe #37-42 (Apr. 1992–Sept. 1992)
  10. Justice League America #66-69 / Justice League Europe #43-50 (Sept. 1992–May 1993) 
  11. Justice League America #70-77 / Justice League Task Force #1-3 (Jan. 1993–Aug. 1993) 
  12. Justice League America #78-83 / Justice League International #51-52 / Justice League Task Force #4-8 (June 1993–Jan. 1994)
  13. Justice League America #84-85 / Justice League International #53-57 / Justice League Task Force #9 (Aug. 1993–Feb. 1994) 
  14. Justice League America #86-88 / Justice League International #58-64 / Justice League Task Force #10-12 (Nov. 1993–May 1994) 

02 February 2026

Black Panther: Wakanda by Evan Narcisse et al.

Wakanda

Collection published: 2023
Contents originally published: 2022-23
Read: November 2025
Writers: Stephanie Williams, Evan Narcisse, Adam Serwer, Ho Che Anderson, John Ridley, Brandon Thomas
Pencillers: Paco Medina, Ibraim Roberson, Sean Hill, Julian Shaw, José Luís, Natacha Bustos
Inkers: Walden Wong & Elisabetta D'Amico, Ibraim Roberson, Le Beau
 with Keith Champagne, Julian Shaw, José Luís, Natacha Bustos
Color Artists: Bryan Valenza, Andrew Dalhouse, Jordie Bellaire
Letterer: Joe Sabino

During John Ridley's run on Black Panther, Marvel also published Wakanda, a five-issue miniseries of stories focusing on various non-T'Challa Wakandan characters; they seem to mostly be set between volumes two and three, while T'Challa is in exile.

The first is a Shuri-focused story (creatively titled "Shuri"), where she battles Spider-Man foe Rhino, who's been smuggled into Wakanda to take advantage of T'Challa's absence. The story itself is fine; I always like a bit of Shuri, and writer Stephanie Williams does a good job with her relationship with her mother. I also liked the vibrant, expressive art of Paco Medina (who I recollect from a good Young Avengers Presents story).

The second story focuses on M'Baku, the former rebel who is now the regent of the Intergalactic Empire of Wakanda. I really enjoyed the previous M'Baku-focused story from co-writer Evan Narcisse, so I was pretty disappointed in this tale, which clearly suffers from trying to cram way too much into a single issue. Too much dialogue, too many characters, too much backstory, too many turns in the plot. The art struggles to get it all in. That said, Narcisse is always up to something interesting, and I really hope someday he gets to cook with a space-based Wakanda ongoing, because I think he could do some strong stuff with M'Baku and company.

Why does he think a whole country is going to be vulnerable because one guy is missing?
from Wakanda #1 (script by Stephanie Williams, art by Paco Medina and Walden Wong & Elisabetta D'Amico)

The worst story in the book is certainly the Killmonger-focused one, the only one to be set outside the timeframe of Ridley's ongoing; it covers a trial when Killmonger was a young member of Ulysses Klaw's criminal organization, where a bunch of recruits were made to climb a mountain together and also secretly kill each other off. Even in the realm of supervillainy, I'm not convinced this is a good way to create a secret organization, I don't think the story is very consistent with other depictions of Killmonger's youth (most recently the miniseries named after him, though admittedly, I thought that miniseries wasn't very good either), and the story has way too many characters who are hard to tell apart.

Was all of this backstory in Tosin's previous spotlight story? I don't remember it.
from Wakanda #4 (script by John Ridley, art by Julian Shaw)

There's then two stories, one about Tosin the angry young Wakandan from Ridley's run, and one about Okoye, the one remaining member of the Dora Milaje. These are both fine but not up to much; I didn't care for the art in the Tosin one, and while I appreciate the attempt to flesh out him and his world, it didn't really resonate with what we have already seen of him.

Like, who are these guys?
from Wakanda #3 (script by Evan Narcisse, art by Natacha Bustos)

Lastly, the end of the book collects a bunch of back-ups that originally ran in each issue, about the history of the Black Panthers. These are probably more interesting if you're more au fait with the continuity of the wider Marvel universe than I am. I did note that Jack Kirby's run has been retconned as happening to T'Challa's father, T'Chaka, when he was Black Panther. Boo! Why can't we have whimsy? I did really like Natacha Bustos's art, though.

ACCESS AN INDEX OF ALL POSTS IN THIS SERIES HERE

30 January 2026

Our Year of "Kelsey"

Way back in Spring 2018, my second semester as a professor, I had a student—we'll call her Kelsey—take AWR 101 with me. I liked Kelsey a lot, she was smart and did the reading and had interesting things to say about it. Unfortunately, Kelsey failed the class; I forget exactly why now, but I think it was because she just didn't turn in a final paper.

That must have not scared her off, because Kelsey took me again in Spring 2019, for AWR 201, after filling her 101 credit with a community college course. Unfortunately, she failed again, because once again she did not submit a final paper. I got to know Kelsey more this semester. She had a job at a local amusement park, and one time she told me a story about how she missed the last bus home and the battery on her electric scooter was low, and she ended up having to walk from there back to her dorm, which took four hours... she made it home at 6am! I told her if she ever needed anything, she should call me.

She took me for AWR 201 again in Spring 2020. Unfortunately, Spring 2020 was a bad time to take classes if you struggled with school to begin with. She scraped through with a D, though.

That summer, I got an e-mail from her. "Do you remember how you said I should get in touch if I ever needed help?" it said. I called her back.

Unfortunately, Kelsey had fallen victim to a rental scam. She'd moved back home with her family once the pandemic began, but her plan was to move into an apartment that summer and resume her job at the amusement park. When her mother dropped her off at the apartment, the doors were all locked; the landlord apologize for never having sent her the keys, and told her that if she hired a locksmith, he'd reimburse her. A locksmith came, replaced all the locks, and then Kelsey's mother drove back home.

The next morning, the apartment's maintenance guy was very surprised to find someone living in an unoccupied unit.

It turned out there's a scam, where people from foreign countries will take a real apartment listing and duplicate it, pricing it just a bit lower. Then they make off with your deposit money and whatever else they can get while they string you along. The maintenance guy called the police; by the time I got there, this was all sorted out... but Kelsey had to go. So I rented a U-Haul, and we put some of her stuff in a storage unit she owned, and the bigger stuff in our garage, and Kelsey crashed with us for a few weeks until she was able to sort out a new living situation with some people she knew from school.

I periodically heard from her after that. Her grades got bad enough she had to drop out of school for a while while she worked to make money.

In Spring 2024, I got a cryptic text from her: "It turns out living outside isn't as romantic as I'd imagined."

She'd ended up in a spiral where she fell behind on car payments and lost her car, this meant she had a hard time keeping up with one of her part-time jobs and she lost it, but that meant she couldn't make rent, so she was evicted, and then she lived in a hotel until her savings ran out, so she checked her dog into daycare and spent the night trying to sleep in a park! This was January. I mean, we do live in Tampa, but it can still get pretty cold.

So once again, Kelsey crashed with us for a few weeks, until she was able to sort things out with her boyfriend in Missouri, and she headed off to live with him.

Unfortunately, he dumped her on Christmas. She made her way back to Florida, and we told her she could once again crash with us until she got back on her feet. She has family here in Florida, but does not get along with them very well.

What we did not expect is that she would end up living with us for a year! Kelsey's goal was to get a government job so that she could get back on her feet financially, but also get the benefit of free community college, so she could also get back on her feet academically and finally finish her degree. This took a long time. She was constantly applying to jobs, getting interviews sometimes, getting strung along by jobs that promised her good things that never materialized. She helped out around the house some, watched the kids occasionally, but mostly tried to stay out of our way, I think always feeling like she was imposing. She did eventually restart her job at the theme park for a little bit of money.

Finally, in Fall 2025, she got an offer and a real job! It took a while, but she finally got enough money to get a car... and got into an accident like a week a later. But while we were gone for Christmas, she moved into her new apartment.

It's been an interesting thing—I don't know that we've kept it secret, but we haven't gone out of our way to talk about it either, so few people in our lives really know about it. I am happy to finally get my office back! But also I worry about Kelsey; it seems to me she is very much an example of what people call the "precariat," just one bad day away from the edge. I hope she can get back on her feet, and I hope we've done our part to make that happen.

28 January 2026

S. E. Hinton, Rumble Fish (1975)

Since teaching The Outsiders a few years ago

Rumble Fish by S. E. Hinton

Originally published: 1975
Read: October 2025
I've been working my way through the remainder of S. E. Hinton's works in her YA shared universe. Rumble Fish is the third of those, though in this case I'm not sure what its connections to the others actually are! I found this less effective than either Outsiders or That Was Then, This Is Now; it certainly has some strong scenes, particularly when Rusty-James and his friend go for a night on the town, and the imagery of the ending is captivating, but this one never quite clicked for me and I'm not sure I could tell you why exactly. Too repetitive? Just as TWTTIN did a similar thing to the previous book but sadder, so does Rumble Fish, going for an even more depressing ending. Yet, I don't know that that's explanation enough; plenty of authors circle around similar themes repeatedly and manage to make them compelling nonetheless. I think perhaps what hold the book back is Rusty-James's lack of self-knowledge; I don't think he ever really gets himself, which is different from Ponyboy or Byron. This certainly happens to real people (quite frequently!) but it does mean it's harder to immerse yourself in the narrative, I think.

27 January 2026

Justice League International Year Eight, Part I: The Purification Plague (JLA #86-88 / JLI #58-64 / JLTF #10-12)

Here, the three Justice League ongoings get back into sync in order to lead into the Judgment Day crossover that spanned all three titles. (This is what my next post will cover.) JLTF #10-12, JLA #86-88, and JLI #63-64 all take place simultaneously as a series of natural disasters begins springing up around the world; I recommend reading them in that order, because a couple characters (T. O. Morrow and Desaad) cross between the titles, and that's the order the stories happen for them. All three of those story arcs end on a cliffhanger leading into JLA #89. Moreover, JLI #58-62 is a continuous story where its final issue also overlaps with JLA #86.

Because of this, even though they came out in 1994, I recommend reading the two Elseworlds annuals earlier, so as to not disrupt the continuous story that goes from JLI #58 up to Zero Hour.

from Justice League America Annual #8
"The Once and Future League" / "Attack of the 'O' Squad!!! or: What If They Staged an Invasion and Nobody Came?" / "No Rules to Follow"from Justice League America Annual #8 and Justice League International Annual vol. 2 #5 (1994)
written by Dan Vado and Gerard Jones; pencils by Norman Felchile, Evan Dorkin, and Kiki Chansamone; inks by John Stokes & Rich Rankin, Paul Guinan, and Rich Rankin, John Stokes, Frank Percy, & Don Hillsman; colors by Gene D'Angelo and Rick Taylor; letters by Kevin CunninghamGaspar Saladino, and Clem Robins

These two annuals present stories from alternate continuities: I think DC has done some great "Elseworlds" stories but my impression of the 1994 Elseworlds annuals I have read is that having every series do one all at once was probably stretching the concept too thin. These ones are... pretty okay. The JLA annual actually contains two; the first posits that during the early days of the Justice League, Felix Faust lured them into a trap and destroyed them all, allowing him to rule the world; the bulk of the story takes place a century later, where people finally begins rising up against Faust—including a new set of Justice Leaguers. I probably spent too much time thinking about the mechanics of this. At this point in DC continuity, Batman didn't work with the League in its early days, and Wonder Woman wasn't even around back then, so how could they have been killed by Faust? Similarly, why are a bunch of familiar characters (e.g., Jimmy Olsen, Ted Kord, Snapper Carr) around a whole century later? I mean, I know it's an alternate continuity, so these could all just be points of divergence, but the story goes to some pains to establish what its main point of divergence is, so it feels weird to add extra ones on top of that. Outside of that, it's an okay story; I feel like it's very similar to other Elseworlds or even "Legends of the Dead Earth" stories I've read. Who the new Leaguers are is barely explained, which definitely undermined it.

JLA Annual #8 also contains a humorous short where every supervillain with a name ending in "O" teams up: Amazo, Chemo, Sinestro, Starro, Kanjar Ro, Destro, and so on. They are not very good at cooperation. Meanwhile, the Justice League is trying to find something to watch on tv. It's not great stuff, but it is probably the single best Justice League story written by Dan Vado. I liked the last-page joke the best.

The JLI Annual is set in a world where superheroes didn't emerge until the 1990s, and people are reacting to them with fear and suspicion, especially Bruce Wayne, who has channeled his anguish over his parents' death into quashing crime via the Wayne Foundation. Wayne and the government attempt to crack down on these heroes, who fracture over what the best way to respond is. The lineup of the new heroes is mostly JLI characters (the Wally West Flash, Power Girl, Tasmanian Devil, Metamorpho, Fire) but with some random others ones thrown in (Beast Boy of the Titans, Poison Ivy), plus Booster and Blue Beetle appear as part of the group sent to stop the new heroes. (And also Ralph Dibny appears as a powerless writer who wonders if he might have been inspired to obtain powers if history had gone differently.) It's okay; there are too many characters, and the art is not great, but I did like the ending.

from Justice League International vol. 2 #61
"Nocturne" / "Ordinary People" / "Out of the Future" / "Born of Man and Woman" / "The Sacrifice", from Justice League International vol. 2 #58-62 (Nov. 1993–Mar. 1994)
written by Gerard Jones & Will Jacobs; pencilled by Ron Randall and Chuck Wojtiekiewicz; inked by Roy RichardsonCraig Gilmore, and Michael Oeming, Rich Rankin, & Don Hillsman; lettered by Clem Robins; colored by Gene D'Angelo

Here we have another set of totally mediocre JLI stories that jerk from concept to concept. I feel like Gerard Jones and Will Jacobs are struggling to both maintain threads they set up early on but also lean into the storytelling trends of the early 1990s, and pretty much failing at both as a result. Lots of time is given over to a really boring storyline about people from the future, but also there's this whole thing about the JLI waking up in a timeline where someone averted their heroic origins: Guy is Earth's only Green Lantern, Rex never got his powers, Kara was never woken up, and so on. I liked the bit about how Guy was a great guy in this timeline, but it's boring otherwise, and it feels like a diversion from the book's core premise. Rex gets a new "battle form"... like, why? So many dumb things in this run. 

You can also see them struggling to accommodate what's going on in other titles, specially Green Lantern, which previously the book was good at. For example, there's been no mention of the destruction of Coast City in JLI even though Hal is a lead here. In issue #61, Hal suddenly has his arm in a sling, which happened in the Coast City fight with Mongul, even though the opening scene of #61 directly continues from the closing scene of #60, where his arm is not in a sling. Certainly the destruction of Coast City didn't happen between those issues!

I found the notes from assistant editor Ruben Diaz in the letter column annoying. In issue #59, for example, he opines that other comics (I think he's dissing Marvel's X-Men line here) "have offered multiple crossovers, with big surprises, big changes, big star talent—big deal! Most of what they deliver is layers of convoluted storylines, inconsequential endings with little personal change in the characters, clichés, and less than 100% effort on the part of creators who step on each other's toes trying to outdo each other." But if that's so awful, then why do I feel like all the Justice League titles are just trying to imitate that storytelling style, instead of leaning into what they were actually good at? You can't diss the 1990s Marvel/Image style and copy it! There's another one (somewhere in the #53-57 range, I think) where Ruben apologizes for how bad the book has been since Breakdowns. Like, ouch! Why would I want to told as a reader that I've been getting substandard product? Why would you throw the writers and artists under bus like that?? And what if I liked some of that run???

from Justice League Task Force #11
(panels not contiguous in the original)
The Purification Plaguefrom Justice League Task Force #10-12 (Mar.-May 1994), reprinted in Justice League Task Force, Volume 1: The Purification Plague (2018)
written by Michael Jan Friedman, pencilled by Sal Velluto, inked by Jeff Albrecht (with Robert Jones), lettered by Bob Pinaha, colored by Glenn Whitmore

In this final story from the first (and, I guess, only, given it's been eight years) JLTF trade, J'onn and Gypsy assemble a team to go undercover among white supremacists in rural Nebraska: they are joined by Black Canary, Elongated Man, the original Hourman, and Thunderbolt. I had actually read this story in single issues before, when I read through a bunch of uncollected stories featuring the original Birds of Prey lineup.

It's about as okay as every JLTF storyline. Nothing will rock your world here; it's depressing to see the evil Aryans using what reads like MAGA rhetoric. The ending is a bit pat. I found it weird that Ralph somehow didn't know Gypsy's codename didn't reflect her heritage given they served in the League together during the Detroit era. Like, surely someone would ask at some point?

from Justice League America #88
Cult of the Machine / "Rage against the Machine", from Justice League America #86-88 (Mar.-May 1994), reprinted in Wonder Woman and Justice League America, Volume 2 (2017)
written by Dan Vado, pencils by Mark Campos, inks by Ken Branch & Kevin Conrad, letters by Clem Robins, colors by Gene D'Angelo

Oh God make it stop.

I really struggled with this one. Ice is mopey and emotional; Marc Campos's art is incapable of nuance, so everyone is shouting at each other all the time. Captain Atom is a stupid jarhead who gets into argument with an ineffectual Wonder Woman; he's nothing like the guy who lead the JLE back in their Paris days. The story is about some cultists who build a transmitter tower or something that somehow brings back Dreamslayer of the Extremists; the resulting story is as unappealing as every Extremists story. Wait, no, moreso. How all this hangs together is left as an exercise for the reader, because neither art nor story are doing the work. At one point you have to turn the book sideways to read a page; this strikes me as the kind of power move that only works if your art is good enough to justify the effort. Campos's is not.

Bad bad bad. I hated every page of it, every panel.

from Justice League International vol. 2 #64
"Visions of Death" / "Immortal Truth", from Justice League International vol. 2 #63-64 (Apr.-May 1994)
written by Gerard Jones (with Will Jacobs), pencilled by Chuck Wojtiekiewicz, inked by Bob Dvorak & Rich Rankin and Craig Gilmore, letters by Clem Robins, colors by Gene D'Angelo

As I said at the top of this post, these issues take place in parallel with the contemporary issues of JLTF and JLA. While the growing natural disasters are a background element in the other two series, it's the main focus of these issues, which have the JLI on the ground in India trying to deal with them; meanwhile, Doctor Light is dealing with the disembodied consciousness Erewhon with which she's somehow fallen in love. This latter plotline could be interesting, I think, but at this point makes this overstuffed book feel even more unfocused. At the same time these issues are trying to lead into Judgment Day, they're also trying to pay off the ongoing JLI plot (since issue #51) about ancient cults rising up; it turns out (I think) that whatever's causing the disasters is also empowering the Cadre of the Immortal, with representatives from a bunch of different ancient civilizations. The JLI has to go to Africa and fight Prester John, and meanwhile Power Girl is pregnant and her baby can magically generate forcefields, and Chandi has temporarily been turned evil.

It's all another uninteresting action-focused story that's pulled in ten different directions. I feel like Gerard Jones has lost control of this book and, more significantly, completely lost what made it appeal so much to me just thirteen issues ago. 

This is the fourteenth in a series of posts about Justice League International. The next covers issues #89-92 of JLA, #65-68 of JLI, and #13-16 of JLTF. Previous installments are listed below:

  1. Justice League #1-6 / Justice League International #7-12 (May 1987–Apr. 1988)
  2. Justice League International #13-21 (May 1988–Dec. 1988)
  3. Justice League International #22-25 / Justice League America #26-30 / Justice League Europe #1-6 (Jan. 1989–Sept. 1989) 
  4. Justice League America #31-36 / Justice League Europe #7-12 (Oct. 1989–Mar. 1990)
  5. Justice League America #37 / Justice League Europe #13-21 (Apr. 1990–Dec. 1990)
  6. Justice League America #38-50 / Justice League Europe #22 (May 1990–May 1991)
  7. Justice League America #51-52 / Justice League Europe #23-28 (Feb. 1991–July 1991) 
  8. Justice League America #53-60 / Justice League Europe #29-36 (Aug. 1991–Mar. 1992) 
  9. Justice League America #61-65 / Justice League Europe #37-42 (Apr. 1992–Sept. 1992)
  10. Justice League America #66-69 / Justice League Europe #43-50 (Sept. 1992–May 1993) 
  11. Justice League America #70-77 / Justice League Task Force #1-3 (Jan. 1993–Aug. 1993) 
  12. Justice League America #78-83 / Justice League International #51-52 / Justice League Task Force #4-8 (June 1993–Jan. 1994)
  13. Justice League America #84-85 / Justice League International #53-57 / Justice League Task Force #9 (Aug. 1993–Feb. 1994) 

26 January 2026

The Story of the BBC Visual Effects Department by Mat Irvine and Mike Tucker

This is a large hardcover that chronicles the BBC's Visual Effects Department. It begins with an overview of the history of the department from its founding in the 1950s to its closure in 2003, chronicling various expansions and moves and reorganizations the department went through over the years. (It actually extends slightly beyond the 2003 end date of the title, because once the department was closed, one employee was kept on as part of a different department, doing model work, which lasted until 2006.) There's also an introductory chapter about the basic techniques that the department used over its lifespan. After these chapters, the bulk of the book goes through a bunch of a shows the department worked on in alphabetical order, from Alice in Wonderland (1986) to the Z-Cars episode "Contact" (1976). These have anecdotes from the VFX staff and are copiously illustrated with photos from the BBC archives showing both how the work was done and how the finished effects looked.

BBC VFX: The Story of the BBC Visual Effects Department, 1954–2003
by Mat Irvine and Mike Tucker

Published: 2010
Acquired: December 2012
Read: December 2025

This isn't the kind of book I would go around recommending to random people, but if you're me, you're squarely in the target audience of this book. I'm someone who enjoys reading about the practicalities of tv and film production, who likes getting nitty-gritty insights into how things are done. If you enjoyed, say, Preston Neal Jones's oral history of the making of Star Trek: The Motion Picture, you're the kind of person who would also enjoy this book.

Most obviously, the book has a lot of sf and fantasy stuff in it. Of course the whole reason I was originally drawn to it were its chapters on Doctor Who; there are ten pages on the 1963-89 original run and eight pages on the 2005 revival. To be honest the chapter on the original run feels a bit cursory; ten pages means there's a lot to squeeze in here and not a lot of room for detail. (I wanted some nice photos of that space station from The Trial of a Time Lord, for example.) I am sure you could do a whole book on the department's contributions to Doctor Who! I was surprised by how many contributions the Model Unit made to the revived show; I'd known it was responsible for the spaceship crashing into Big Ben in "Aliens of London," for example, but hadn't realized the exploding Auton lair in "Rose" or the barrage balloons in "The Empty Child" or damaged tower blocks in "The Christmas Invasion" were also models. There's some beautiful photos in this part.

There was, of course, a lot of insight into other BBC telefantasy shows, both known and unknown to me: Blake's 7Five Children and ItMoonbase 3QuatermassRed DwarfSpace VetsStar CopsThe Chronicles of NarniaThe Hitch-Hiker's Guide to the GalaxyThe Tripods, and so on. There's nice photos of model work in particular, and good details on other aspects of production as well; the creators of Red Dwarf loved working with the department, and tried to push what was possible further every series. Also, I learned that between seasons the model of the Dwarf rolled off a shelf and had to be totally rebuilt! The giant legs used to make the tripods in The Tripods were quite impressive. I was particularly wowed by the puppets used on Five Children and It; I guess I don't know how they looked in the finished production, but in the photos here they look amazing, particularly the beautiful phoenix used in the sequel series, The Phoenix and the Carpet. And how the puppets were operated is fascinating; they buried a box under the ground with all the support staff in it! There were fun stories from Space Vets, too; as it had a very low budget (it was a kids show), they just reused spaceship model from others shows!

But what was also quite fascinating were the details on the shows that are not telefantasy: costume dramas, news programs, documentaries, soaps, sketch comedies, and so on. If someone were to ask you if visual effects play a big role in these kind of shows, you would probably say no, but if they were to ask you how, you might think it through a bit more and realize they do. Lots of cool stuff in these parts, like how to simulate an ocean at night with no water, or how to flood a historical house, or how to film in an Egyptian tomb when the authorities won't get rid of the tourists. Miniatures are way more common than I would have guessed, but once you see it, it makes perfect sense. I have never seen and will never see, say, The Great Palace: The Story of Parliament, but I loved reading about how the buildings were recreated to tell this story. If you find reading about tv more interesting than actually watching tv (which is often how I feel), then this is the book for you. Lots of great anecdotes you can annoy your partner with!

23 January 2026

Star Trek Adventures: Battling Space Pirates after Christmas!

As I did last winter break, I decided to run a three-week Star Trek Adventures one-off. I wanted it to be a fun one-off (as opposed to the very grim war storyline we ran last winter!), and an idea bubbled up that I've long had for a story. Apparently (I'm sure I heard this on NPR over a decade ago), getting your cargo freighter hijacked by pirates isn't a big deal, in that cargo companies have insurance that cover their losses. So you don't battle the pirates these days, you just hand over the cargo so no one gets hurt. I've always thought there was the kernel of a good action-adventure story in here: what if some character was travelling via a cargo ship and thought they were helping when they put up resistance to the pirates when in fact the cargo ship's captain would have much rather they remained calm and cooperated!

So that was the basic idea. Where would the players be travelling, and why on a cargo ship? Well, my campaign has a recurring group of aliens, the Ithik, who are obsessed with games because they live forever and are bored; these alien appeared first in episode 2 (based on the published adventure "Abyss Station" by Jacob Ross) and then returned in episode 6 (based on the published adventure "Game Night" by Alison Cybe). At the end of episode 6, the players had helped the Ithik resettle on a new homeworld. When one of my players, Ryan, wrote his character's personal log about the events of episode 6, he'd suggested that the Ithik channel their enthusiasm for games into hosting a galaxy-wide competition, the Ithika. That seemed like a good hook: the players could be travelling to the new Ithik homeworld to play in and/or observe the Ithika, on a freighter carrying colony supplies.

The other upshot of that was that it would make it easy for players to play someone different if they wanted, apart from their regular characters; they would just need a reason to be participating in the Ithika as either player or observer.

“Acting Captain’s Log, Stardate 54463.6, Lieutenant Jor Lena reporting. The senior staff of the Diversitas has been invited to participate in a competition on the new Ithik homeworld, Psi Erandi X. The Ithika is a massive competition with participants from across the quadrant, attempting to leverage the Ithik obsession with games to good end. Unfortunately, I will not be able to participate as, with Captain Rucot visiting his parents on Cardassia Prime, I will be commanding the Diversitas on anti-piracy patrol. The Diversitas is scheduled to rendezvous with a freighter charted by the Ithik to bring the other senior staff members to the games.”

Planning the Mission 

Breen freighter Urney, Klingon surplus
(image generated by ChatGPT)
All seven members of my regular STA group took me up on my invitation to play. Five of them elected to play their regular characters. Cari, who normally plays security chief Jor Lena, suggested she might play a somewhat incompetent pickpocket from a Blue Orion pirate family, and this seemed to line up nicely with my plans, so I encouraged it. Austin, who plays Frector the Ferengi intelligence analyst, asked if I had any ideas, but I said I thought the episode I had in mind would be a good one for Frector, and so encouraged him to stick with her. I did, though, reach out to Ryan, who in our previous Christmas one-off had played the Diversitas's previous science officer, Phalnox Drin, a Benzite science officer obsessed with MMA. Thanks to some well-spent Momentum, Drin had actually succeeded in defeating a Jem'Hadar in single combat, and at the time, Ryan had joked Drin could quit Starfleet and pursue an MMA career. What if he had, and he encountered his old shipmates on while travelling to participate in the Ithika? Ryan was keen on the idea, and revised Drin's stats and Values to account for his postwar career. Thus I had a line-up of seven, all of whom made all three sessions except one:

  • Debi as T'Cant, first officer/science officer
  • Kenyon as Nevan Jones, engineer (1-2)
  • Claire as Mooria Salmang, pilot
  • Austin as Frector, Intelligence analyst
  • Andy as Gurg bim Vurg, medical officer
  • Ryan as Phalnox Drin, MMA coach
  • Cari as Rina K'var, Orion pickpocket

Back when I started GMing STA (which was also my first time GMing anything at all), I would plan out episodes in exhaustive detail—which was easily done, since I was always working with published missions. I had fifteen pages of outline for our first episode, "Patagon in Parallax," for example, covering all three acts. But 1) having written my own episodes several times now, and 2) having a strong group of players who really grok the game, I find I no longer do this. I went into our first session with 3½ pages, just covering the first act.

I knew I wanted the pirates to be Haradin, our recurring alien species; following the events of episode 8, the pirates would be followers of General Zotabia, my players' recurring Haradin nemesis (see episodes 1, 3, 5, and 8). He had tried to go legit as a nationalist demagogue, but would now turn back to piracy following his defeat in episode 8's election. Zotabia himself wouldn't feature in this episode, but a couple other recurring Haradin characters were, especially Esha Vortan, an earnest true believer of Zotabia. For a moment I thought about making the freighter crew Haradin too, but decided this was probably too much Haradin lore! I used to use the Haradin as my generic filler species, but I've developed them so much I can't do that anymore. I made the actual freighter a surplus Klingon ship so I could use my Klingon ship tiles, but had it been purchased by the Breen, whose weird standoffishness seemed like it might add a nice complicating factor to the proceedings.

Thot Udd (screen capture from Deep Space Nine)
I found a YouTube video of Breen dialogue from Deep Space Nine and paired it with an image of a Breen that I put on my tablet, so whenever the  Breen thot talked, I could press the play button and generate some gibberish.  

Basically, all I planned out was the broad setting, a couple characters (the Ithik mayor, three pirates, the Breen thot, some other Ithika participants), and the beats of the first act:

  • Teaser: Rendezvous with the freighter, meet the other participants, end with the freighter being attacked while the players sleep
  • Scene 1: Haradin pirates enter the corridor the players are in and lock it down, taking two players as hostages to the bridge.
  • Scene 2: The players on the bridge learn what the pirates are up to. (In order to keep costs down, the pirates wouldn't staff the freighter or hold its entire crew hostage or anything like that; instead, they'd physically link their ship to the freighter and establish control over its systems.) 
  • Scene 3: The players in their quarters would do something—presumably attempt to escape.
  • End of Act: Someone, probably the pirate captain, would recognize a member of the Diversitas crew and realize they had something even more valuable than colony supplies—the senior staff of the Diversitas, who had foiled their boss many times over.

Also, once the pirates turned up, I planned to give Austin a slip of paper indicating what Frector knew:

Thanks to your Intelligence briefings, you are aware that in the months following Zotabia’s defeat in the Ship-Clan Marvek referendum, there has been a resumption of Haradin pirate activity in the Ekumene sector. However, the Haradin pirates have thus far been careful to avoid preying on ships belonging to the Federations or its allies, and there is also no clear indication that these pirates are allied with Zotabia. 

Lieutenant Commander Mazio Sanna
 [Frector's superior] on Deep Space 10 would particularly like to find either 1) hard proof that these pirates are affiliated with Zotabia (which could help turn some of the undecided ship-clans against Zotabia), or 2) the location of the pirate base.

Playing the Mission 

Tazrevi Korash, first officer of the Haradin pirates
(image generated by ChatGPT)
Overall, it was a lot of fun and went very well, I think. In the teaser, the players built some Momentum and were (re)introduced to Phalnox Drin, the Ithik mayor, the Breen thot, and Rina. In Act I, scene 1, Ryan tried to have Phalnox Drin knock out a Haradin pirate and scoot past him to the turbolift; he succeeded, but I spent 2 Threat to have the turbolift doors refuse to open for him (having established that the freighter was in poor shape), letting the pirates stun him, making him one of the hostages. The pirates randomly picked T'Cant to be the other, but she slowed them down by pretending to take a while to get dressed; when Frector poked her head out, the pirates took her instead. The two of them left their comm badges on secretly, so that the other players could hear what was happening on the bridge.

Nevan tried to write up a booby trap using a console in his quarters, and succeeded in accessing it... but also rolled a Complication, so I had him shocked and knocked unconscious; Gurg succeeded at a Task to argue he should be able to help Nevan, so they ended up in the same room adjacent to Rina. But when Rina tried to talk to Gurg through the walls, he rebuffed her! She ended up using her Orion smarts to claim to the pirates that she wanted to join them, and they let her out. On the bridge, Phalnox and Frector were able to sneak a look at some consoles and realize that part of the pirate plan was to do two things:

  • Align the pirate ship's subspace carrier to the freighter's internal clock cycle. If the two ships were out of sync by more than a microsecond, the freighter would reject remote inputs.
  • Install a "deadman echo" in the freighter computer core; if the link between the two ships was severed, the freighter's power grid would automatically go into standby mode. 

The first act did indeed end with the pirate captain, Beshlor, coming onto the freighter bridge and recognizing Frector and thus putting out an order for the rest of the Diversitas crew to be brought in.

Between sessions, I wrote up about 1½ pages of ideas of what could happen in Act II. One idea I came up with was that, if we use quartz crystals for timekeeping in the real world, maybe in the Star Trek world, they use dilithium crystals; thus the players would need to make their way to the freighter's dilithium crystal chamber.

Haradin pirate ship (Orion surplus, I guess?)
(image generated by ChatGPT)
Act II thus opened with a Timed Challenge: the Diversitas crew would have 4 Intervals to get away, with actions taking 2 Intervals. Momentum could speed those up, Complications slow them down, and the players could also Create Advantages that would give them more time. Rina talked the Haradin into thinking the Diversitas crew was very dangerous and they should be cautious, so they ended up with 6; the players were able to sneak into Jefferies tubes and even set up some booby traps.

On the bridge, Frector and Phalnox came up with a plan for Phalnox to pretend there was something wrong with Frector's (made up) heart implant and thus utter some dialogue about adjusting the timing, so that the other players could hear this and know to sabotage the freighter's clock. I made it a D5 Task to send the message and D4 one to comprehend it. The players succeeded, but Frector rolled a Complication when assisting Drin; I made the Complication that the pirates bought it so much they had Frector taken to the sickbay on their ship! Meanwhile, Rina befriended Esha Vortan, who really does like the Diversitas crew, and thus persuaded him to let her send a message to her people so the Diversitas could come and help. I had thought he would interact directly with the Diversitas crew, but that never ended up happening.

Meanwhile meanwhile, the other characters did an Extended Task to sneak around the freighter. Frector stunned the pirate escorting her... but then asked Gurg to join her in sneaking on board the pirate ship after all! Frector likes to keep secrets, so they were kind of vague about why, but a grumbling Gurg came along. 

When the other players made it to the chamber, I gave them a Timed Extended Task to adjust the freighter's computer clock. I made it Initial Difficulty 5, Magnitude 4, Work 30, Resistance 1, Intervals 4. Difficult but doable... but the players didn't always roll great, and I used Threat to keep the Difficulty up and the Work low even as they got Breakthroughs. For the first time ever, my players failed at an Extended Task! It was a good bad ending to the session. I felt almost apologetic, telling them you need to have a failure in Act II to make the victory in Act III even sweeter.

(Them: "What if we fail in this episode?" Me: "Then I guess season three will be escaping from Haradin prison!")

Aunt Thevi
(image generated by ChatGPT)
I seized on that idea Cari had had, of Rina sending a message to her people, asking for them to 1) come help, and 2) call the Diversitas. So providing she succeeded, having her family—a whole second group of pirates!—seemed like a great Act III complication. So going into Act III, I worked up a character to be a Blue Orion pirate leader, Rina's Aunt Thevi.

The beginning of the act went a bit better for them: the players in the dilithium chamber were able to hide when the Haradin pirates came by, then knock out a guard and finish their sabotage; Drin used his MMA skills to fake falling onto a console and mess up the pirates' work; Frector and Gurg were able to download the pirates' comm data and send a distress signal to the Diversitas, though they ended up jumping into an escape pod to get away.

Then Aunt Thevi turned up. She had not passed on Rina's message to the Diveristas but wanted the freighter for herself. Things got a bit goofy as I played up the incompetence of the Blue Orions; she did beam Rina and Phalnox off the freighter. The players decided to let the pirates slug it out, but this seemed undramatic, so I spent 2 Threat to have the Haradin pirate captain offer Aunt Thevi the Ithik freighter if she would just give the Haradin the Diversitas crew. The players decided to convince Aunt Thevi they could help take both the Haradin pirate ship and the freighter; I made this take three D4 Tasks, and they did succeed... only Rina rolled a Complication. 

The Diversitas then turned up; Aunt Thevi decided to flee (technically she hadn't done anything wrong... yet), but when she beamed Drin to the Diversitas, she sent Rina too, the Complication being Rina was now in exile for causing her family to yet again fail at piracy. The Haradin tried to go despite their linkup not being totally in place, but the computer clock sabotage caused it to fail; at that point, the pirates disconnected and flew off... leaving some of their people behind on the freighter!

So overall, it was fun even if it got a bit goofy in the last act... but then goofy made a nice contrast to our previous winter adventure! And there are some good hooks for stuff to come. Poor Esha Vortan has been taking prisoner twice! Will Rina ever come back? And will Phalnox Drin ever stop talking about the one time he kayoed a Jem'Hadar?

Star Trek: Ekumene:

  1. "Patagon in Parallax"
  2. "A Terrible Autonomy"
  3. "Stinks of Slumber and Disaster"
  4. "Angels in Your Angles"
  5. "A Thousand Miles from Day or Night
  6. "When I Get through This Part…"
  7. "Only Trying to Do Right in This Wicked World
  8. "No Place in the Processional"
  9. "Legend Grew about Their Daring" 
Specials:
  1. "Hear All the Bombs Fade Away"
  2. "The Word for Word Is Word"