My first Trail of Cthulhu adventure

Trail of Cthulhu core rulebook cover

Given my strong interests in RPGs and Lovecraft, it was probably inevitable that I’d end up playing one or more of the X of Cthulhu games. I actually bought the core rulebooks for both Call of Cthulhu and Trail of Cthulhu during my Lovecraftian sojourn last summer (there is also–and seemingly unnecessarily–an Age of Cthulhu that I haven’t yet checked out. EDIT: Whoops, my bad, Age is not a different game, it is a series of officially-licensed adventures for Call, which many people seem to really dig). But I never quite got a game together. My first time playing either game was last October at the Society of Vertebrate Paleontology meeting in LA (I know, that’s like a stack overflow of geekery). John “of the Freezers” Hutchinson ran a pretty epic CoC session on Oct. 30 as an early Halloween celebration. Everyone in the adventure ended up dead, insane, or translated to an alternate universe, so it was of course a rousing success. But I hadn’t tried to run either game myself until today.

So why’d I pick Trail over Call for my first run as a Keeper? The story-gamey aspects of Trail weren’t off-putting so much as unfamiliar, given my more old-school background, and I approached that system with a fair degree of trepidation. But three things tilted the scales in favor of Trail: (1) I’d read that making up characters was a lot faster than in Call–and I believed it, after having played Call; (2) the Trail book has many fewer tables than the Call book, and I hate having to look stuff up mid-game; and (3) I liked Zak Smith’s description of gameplay in Night’s Black Agents, another Pelgrane Press title that runs on the same system as Trail:

Using GUMSHOE’s nondiegetic-thinking-style spendy mechanic, you, in effect buy ease and choice at the beginning of the session and pay for it with desperation at the end of the game. [emphasis in the original]

I like fast chargen, light rules, and desperation, so I decided to give it a shot.

In another Zak-Smith-inspired move, I hacked the character sheet to make it basically DIY even for people who had never played. Which meant rearranging things to get all of the useful options on the page, and ignoring any fiddly bits (seriously, Pelgrane: a character sheet with ten footnotes is horked). I also deep-sixed the Stability stat to run with just Sanity, as in Call. Here’s my version:

Trail of Cthulhu Character Sheet

This afternoon our friend Eric came over and I ran a game for him and London. It was pretty sublime. I brought the disorienting visions and midnight scuffles with invisible opponents, and they supplied the irresponsible use of firearms, dinner table catatonia, and theft of a valuable museum specimen (all in-game, of course). The boys had to deal with knife attacks, severed heads bouncing off windshields, and washing dishes when they couldn’t pay their way. At the climax of the adventure, Eric’s archaeologist was hanging upside down by one foot from the open door of a stolen propane truck, having gotten tangled in the seatbelt in his attempt to leap free, while London’s ex-military drifter was firing a stolen rifle from a treetop perch to hit and sever the seatbelt and thereby release Eric’s character before the propane truck collided with the reality-warping tentacle monster that had eaten an entire town.

cthulhoid entity

Like this, but worse.

Yeah, that’s the stuff.

Mechanically it was fine. The system really gets out of the way and lets everyone at the table get on with the story. It wasn’t a railroady adventure at all–I had about six possible trails of clues, and all roads led to Weird–but Eric and London didn’t roll much until near the end. Their characters were roaming around, having conversations, and having weird stuff happen to them, but mostly in ways that didn’t require skill checks or opposed rolls. Just growing realization that Things Are Not What They Seem, and the slow erosion of sanity. And at the very end, desperation, depleted ability pools–they go pretty fast when things get hot–mad improvisation, and madness full stop.

At the end of the adventure, both PCs were shell-shocked, suffering from temporary insanities, and supported by a friendly and not-entirely-stable hobo as they limped away from a mostly destroyed and burning town. London jumped up, shook his fists and said, “That. Was. Awesome!” Like I said, sublime.


A lot of the people that I would normally roll with are out of town–most of them in the field, digging up fossils, or visiting relatives in other states or countries–but when they get back, I’m going to run some more of this. Stay tuned.

Posted in actual play reports, Lovecraft, roleplaying, Trail of Cthulhu | 3 Comments

Battletech actual play report: London victorious

I just realized that I hadn’t yet posted the end of the 200-ton fight from the last post.

endgame 1

Things started moving pretty fast. There are three ‘Mechs down in this photo. London’s Atlas went down from a head shot, as did my Dervish. My Awesome was down from a failed piloting roll from taking too much damage, but not out of the fight.

endgame 2

Not out of the fight yet, anyway. But a couple of turns later, my Awesome went down from a third head shot, and my Catapult annihilated London’s Spider by wiping out its internal structure.

endgame 3

That left just two ‘Mechs standing: London’s Grasshopper, and my Catapult. They were very evenly matched: about the same tonnage, same movement points and modes, and similar armament. So we just slugged it out.

endgame 4

When we were both getting low on armor, I got things lined up for a charge. Charging is the most devastating ‘Mech-on-‘Mech attack possible in Battletech, because the damage is multiplied by the number of hexes traveled. I got my Catapult in position for a 5-hex charge, delivering 35 points of damage to London’s Grasshopper.

Now, tragically, if a charging attack is successful, both ‘Mechs take damage. Tragically because London’s Grasshopper had a completely unobstructed shot at my Cat on its way in, and fairly flayed it of its last remaining armor. So when the two ‘Mechs collided, my Cat got destroyed.

In my defense, London’s Grasshopper was almost destroyed. It was down to 2 points of center torso internal structure, and it had taken two engine hits and one gyro hit. One more engine hit, one more gyro hit, or even a sparrow farting on the internal structure would have been enough to finish it. But none of those things happened, and London had the last ‘Mech standing. Good times.

London victorious

Posted in actual play reports, BattleTech, wargames | Leave a comment

Battletech actual play report: the 200-ton fight

BT battle in progress

In the last post I showed some photos from unboxing the new BT Intro Box Set. As soon as we had the goodies out of the box, London had to play Battletech, and I was happy to oblige. We settled on 200-ton forces. London built his around the sturdy, 100-ton Atlas, the unusually mobile 70-ton Grasshopper, and the freakishly mobile 30-ton Spider. Although the Atlas and Grasshopper both have some long-range missiles, London’s ‘Mechs are all really close-range specialists. I decided to skew the other way with the 80-ton Awesome, 65-ton Catapult, and 55-ton Dervish, all of which have significant long-range striking power for their size.

As you can see from the photo, my “bombard from long range” strategy has so far failed. London brought his Atlas barreling straight in, and I brought my Catapult and Dervish out of cover to try to knock it out in one overwhelming salvo (my Awesome was also firing, from partial cover). That didn’t work–the Atlas soaked up everything I could throw at it, and London’s smaller ‘Mechs savaged my Catapult and Dervish. The Dervish has one hip knocked out, so it’s moving as slowly as the Atlas and Awesome–not a great place to be for a ‘Mech that had only about half of their armor to start with, and now has much less. London claims that using his Atlas as bait to draw out my lighter ‘Mechs was the plan all along. Well played, you little stinker.

Right now, it’s anybody’s game. London’s Spider has lost half of its jump jets, which cuts down on its mobility, but it’s otherwise in pretty good shape. His Grasshopper and my Awesome are still mostly intact. Everything else is on its last legs, and London and I are both morbidly curious to see who’s going to drop first. If he can get his fast-movers to drive off my Catapult, and if he can effectively turn the Atlas’s staggering firepower against my ‘Mechs, he could take it in a walk. But if I’m able to keep pouring fire into his Atlas’s back with my Cat, and hammering his smaller ‘Mechs with my Awesome, I might just eek out a win.

Time, and dice, will tell.

Posted in actual play reports, BattleTech, wargames | 2 Comments

Unboxing the Battletech Introductory Box Set

Well, the long-awaited Battletech Introductory Box Set finally came out this spring, and almost immediately sold out. Fortunately some retailers still have copies at reasonable street prices, and I was able to get one with my birthday money ($40 plus shipping from I unboxed it yesterday.

BT unboxing 1

If you’re an old BT grognard, the first thing you notice is that the new box is huge. It’s the same size as most luxe boardgames these days (e.g., Star Trek Catan, WH40k Relic, Munchkin Quest, to pick three examples at random from the stack of games across the room). The photo above shows it next to my old Citytech 2nd edition box from 1994–twenty years ago!

The Citytech 2E box was the nicest “old” Battletech product I ever owned. For reference before we go on, it came with a softcover rulebook, two cardboard maps printed with full-color terrain on one side and blank hexes on the other, 16 one-piece plastic ‘Mechs (2 each of 8 models), heavy cardboard counters for buildings, vehicles, infantry, and fire, and a stapled book of record sheets for the ‘Mechs, vehicles, and infantry.

BT unboxing 2

The very first thing you find when you open the new box is a small catalog of Catalyst Game Labs products. But the first big thing you see, and the thing that catches your attention, is the Quick Start Rulebook. Man, I wish the old BT box sets had included something like this. Our first time out, it took my brothers and me about a week to figure out what a “base to-hit” number was.

BT unboxing 3

Next up, three more full-color booklets:

  • “How the Core Rulebooks Work”, which is a short guide to the rest of Catalyst’s BT product line. This isn’t just another advertisement in drag, this is actually useful, because it tells you what each product does so you can choose how you want to play Battletech.
  • “The Inner Sphere at a Glance”, an intro to the history of the Battletech universe and the major factions.
  • “Battletech Painting and Tactics Guide”, which does what it says on the tin. Nothing like this was available when I was a kid. I mean, there were guides to various units, but you had to get them one at a time, and there was simply no accessible literature on how to build and paint minis.

I’m in favor of all of this stuff.

BT unboxing 4

Next, the full rulebook, and a poster-sized map of the Inner Sphere. The rulebook is titled, “Introductory Rulebook”, but it’s not the quick-start rules, it’s the actual full Battletech rules. I say “full” meaning that it’s everything you need to play the game as it comes in the box. There are other rulebooks available that delve into deeper waters–sometimes literally, since underwater and aerospace combat are covered–but this is the main reference for playing the game, equivalent to the rulebooks that came with the old box sets.

Below the rulebook and map, there is a stapled book of records sheets, which covers all of the ‘Mechs that come in the box (26 different models), a fair few vehicles and infantry units (although the box does not include any counters for vehicles or infantry), and–naturally–blank record sheets if you want to make up your own ‘Mechs (like I did here).  There are also two full-sheet reference cards with all of the tables you need to play the game. Citytech 2E had the same tables on sheets of paper, but the new reference cards are less visually cluttered and easier to keep track of.

BT unboxing 9

Have I mentioned that every book or booklet I’ve described so far are printed in full color on nice, heavy, glossy paper? And illustrated with full-color photos of miniatures that were built and painted by experts. For comparison, here are equivalent pages from the new Introductory Rulebook (bottom) and the old Citytech 2E rulebook (top). Nice. Also in this photo you can see the new book of record sheets off on the left, and the old Citytech record sheets at the top. Not much has changed there, although both London and I like the new sheets better. As with the reference cards, they are a little less visually cluttered than the versions from 20 years ago.

BT unboxing 6

Under all the literature, two maps and two boxes.

BT unboxing 8

The new maps are heavy, linen cardstock like most gameboards are made from. Here I’ve propped up one of the new maps on the right, and one of the old Citytech 2E maps on the left. The old Battletech and Citytech maps were printed on thin cardboard, pretty close to the stuff that cereal boxes are made of. They’ve gotten the job done for two decades, but playing on the new maps is just luxurious. Also, the two maps in the new box are not the same–both sides of both maps are printed with different terrain, for four different terrain combinations and, depending on how you line them up, about a zillion possible map layouts, right out of the box. Very, very nice.

BT unboxing 7

And inside the boxes: dice and minis! The long box on the right holds the 24 one-piece plastic minis, representing 24 different Inner Sphere mechs. They’re the same units from the 2007 box set–see the full list here if you’re curious. The flat box at the top holds the dice, and the two higher-quality minis, an Inner Sphere Battlemaster and a Clan Mad Cat/Timberwolf, which you get to assemble yourself.

The minis are pretty good. I’ve only had them out for one day, and I haven’t tried painting any yet, but the plastic seems pretty strong, none of them are warped, and I haven’t noticed any casting atrocities like flash, plugged missile launchers, etc. I like ‘em better than the minis from the old Citytech 2E box, for what that’s worth. London is crazy about them, and can’t wait to start painting. But we can’t paint yet, because the dining room table is occupied by our current battle. More about that next time!


I feel like I am living in some kind of golden age of gaming. Over both of the past two weekends London and I have played Relic, the 40K boardgame based on Talisman. My brothers pitched in to get it for me for my birthday (it was a game-heavy birthday–the best kind). It’s a big heavy box full of cool stuff, and it retails for $35-40 right now, down from a list price of $60. The Battletech Intro Box Set is the same story. Compared to the Citytech 2E box set, the value is ridiculous–more than half again as many minis, nicer minis, MUCH nicer maps, loads of full-color books…and the thing is, the advances aren’t just cosmetic. The quick-start rules would really help someone who was trying to learn the game for the first time. The improved graphic design on the record sheets and reference tables actually makes them easier to use. And you account for inflation, the new box set costs about the same as the Citytech 2E box, so all this nicer stuff basically comes at the same price.

So, in sum, I’m pretty darned happy.

There is one dark cloud on the horizon: now that Catalyst is out of the new box set, the retailers will start running out soon as well, and the price will start creeping back up (remember that it was hovering around $130 for the last box set at the this time last year). So if you want this, snap one up while they’re still around. Here’s the Amazon link.

I can’t–can not–understand how every new printing of the BT box set consistently sells out in the space of a few weeks, but Catalyst can’t keep it reliably in print. That just seems to be how the Battletech world works now. That’s a shame, because it means that fewer kids are going to try out Battletech from having bumped into it on the shelves of their local bookstore or game store. And I don’t think that’s an outmoded form of game discovery and distribution–somebody is buying all of those copies of Zombicide from my local Barnes & Noble. I wish they were buying Battletech there, because that would mean that the game was finding its next generation, and that Catalyst might still be around in ten or twenty years to make me happy all over again. Also, get off my damn lawn.

Next time: an actual play report.

Posted in BattleTech, unboxing, wargames | 1 Comment

Sea elves

When they are young the sea elves live near the coasts and the surface, and they are consumed with espionage and the selling of information. Barnacles are their spies, which they attach to whales, sea turtles, and ships, and wait for them to come around after voyages or migrations of thousands of miles. The barnacles record all that they see in the ridges of their shells. Each barnacle is matched to a single sea urchin, known only to the sea elf that cultivated them both, and its secrets can be played when a particular spine of that sea urchin is dragged across the ridges of its shell.

As the centuries pass, each sea elf that survives the intrigues of the surface becomes vast and irregular in form, and slowly settles into the abyss. The mature sea elves are still obsessed with information, but now they take a longer perspective. They taste the silt that settles out from the mouths of rivers and listen to the slow grind of the continents. To make permanent records, they swim slowly back and forth through the slow rain of organic matter from the surface, interrupting its fall and thereby tracing symbols of enormous width and breadth but minuscule thickness into the endless black plain of the deep sea bottom. In time this finely-laminated ooze becomes compressed into mudstone and then slate, and in this way the accumulated writing of the sea elves becomes woven into the very fabric of the world. Hand a magic-user from the surface world a piece of slate from a mountaintop, and if she is very sensitive she may be able to decipher some of the symbols that are partially impressed there, but these are only tiny fragments of stories, poems, arguments, and spells that once spanned leagues of the ocean floor, and now wind their way through entire mountain ranges.

Some madmen claim that the spells of abyssal sea elves do not take effect until they are uplifted and eroded, and that in this way all life on land is distantly controlled by the millennia-long and eons-deep plots of the sea elves. If there is any truth to this, their hold on terrestrial life must be distant and vague at best, for many kingdoms of men may rise and fall in the time it takes for erosion to liberate a single word of one of these spells. Still, some seers and oracles allege that there is a central line that runs through history, and that this line does not run true. That over the ages, an inhuman will has bent–or is bending–all the skeins of history away from the heights, dry land, and open air, and back toward the oceans, the ultimate cradle and destiny of life.

* * * * * * * * * *

This started out as a comment on Zak’s blog, but I couldn’t stop thinking about it, so I built on a little more and promoted it to a post.

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Star Wars play report: The pursuit of Udin Heek

Now that I am stockpiling all of these cool images, stolen from around the internet to use while gaming, I also have everything I need for actual play reports that hopefully don’t completely suck.

1 - Imperial courier Udin Heek

In one of my recent sessions with London, Wuta the Ewok and Camie the Laconic Scout were given the task of tracking down this guy: Udin Heek, Kubaz spy and Imperial agent. He had stolen a datafile with the names of dozens of Rebel agents, and we had to keep him from delivering it to Imperial high command.

2 - Gozanti cruiser in flight

Fortunately we were in the Outer Rim where hyperspace travel is not always as smooth and dependable as one might like. We learned that Udin Heek’s convoy was crossing the Golar system to get to a hyperspace beacon which would allow them to jump straight to the Imperial core systems. Heek himself was rumored to be traveling on a Gozanti cruiser like the one shown above. Gozanti cruisers have a reputation for being slow but heavily armed; they were specifically designed to protect convoys against raiding starfighters (sort of like Lancer frigates in miniature, for you arch-geeks out there).

5 - Recon X-Wing landed

Starfighters are what we had, though, so we did our best. Somebody had to fly a recon X-Wing close enough to each ship in the convoy to tell if there were any Kubaz aboard (this idea brought to you by every third mission in X-Wing and TIE Fighter). That job fell to Camie, while Wuta led the smashy/fighty elements.

The space battle was one of those close affairs that can be awfully hard to set up. If you get a dozen or so ships on each side and play straight, it’s all too easy for the fight to turn into a rout for one side or the other. Happily, this one ended just as I’d hoped it would: the Imperial convoy was destroyed, except for Udin Heek’s ship, which managed to escape to a nearby moon, Greenhold, and the Rebels were victorious but too battered to immediately pursue.

That’s nice because I had a whole gob of plot prepared if everyone ended up on the moon. But if you’re wondering what would have happened if Udin Heek’s cruiser had caught a stray protorp, well, I would have let it blow up. My Star Wars galaxy may not be a pure sandbox, but I don’t cheat players for the sake of the story, either.

7 - Greenhold Navy fighter

As it was, the PCs just barely managed to get their fighters back to base without anyone else dying (a couple of fighters got blown up in the convoy attack). General Tackmore warned them that the inhabitants of Greenhold didn’t appreciate armed visitors. So we went down to the moon in an unarmed Gallofree Yards Medium Transport (the kind from The Empire Strikes Back). Maybe an unlikely choice for this mission, but we made up a list of unarmed Rebel ships and threw dice, and that’s what we got. On the way down, we were met and escorted in by fighters from the Greenhold navy, shown above.

8 - Galeport

They escorted us to the floating city of Galeport. We landed and got through customs, and then the next order of business was to locate Udin Heek and his Imperial henchmen. We reasoned that a small company of Imperials in an out-of-the-way shadowport would be anxious to blend in, so their first priority would be getting some native garb. So we went to the clothing district to look around, paying special attention to stores that sold work uniforms.

After a few hours of searching we found a group of awkward outlanders that we were pretty sure were some of our Imperials. We tailed them to a tapcafe and set up what we thought was a covert watch outside. But some of their buddies coming from another direction spotted us, and that led to a big noisy fight in the street. We won, but we had to leave quickly before the city militia arrived. We did have time to search a couple of the Imps, and found a keycard to a room at the Galeport Arms.

8b - kaadu

Naturally, our visit to the Galeport Arms turned into another fight. And it was wacky fight, plagued by bad dice rolls that translated as missed shots, dropped weapons, tripping and falling, and other antics in the uncanny valley between slapstick and shooty death.

At the end, the bad guys got away on some kaadu (the armless dino-duck shown above, minus the Gungan), and Camie and Wuta commandeered some kid’s haycart-pulling falumpaset. Why a falumpaset? Mostly because the word “falumpaset” makes London laugh out loud. There followed a mounted chase from the hotel district to the docks at the edge of town.

8c - Greenhold windriders

At the docks, the bad guys dismounted and took off in some windriders, which are the Galeport versions of these skiff concepts from ROTJ. Wuta and Camie had little choice but to give chase.

This was supposed to be a swashbuckling sky pirates sort of running battle, but it devolved into a grind. In keeping with the anti-outsiders-with-weapons stance I had established for Galeport, I had the PCs leave their weapons on board their ship. They had been able to buy some new hurt-sticks in the city, but only melee weapons and stun clubs, no blasters or anything useful for ranged combat. Naturally the Imperials had smuggled some blasters through customs and Wuta and Camie had filched a couple of small blasters from defeated foes, but they weren’t powerful enough to really put people down quickly. So there was a complicated series of boarding actions and desperate swordfights, which sounds awesome in theory but devolved into lots of repetitive dice-rolling in practice (for me, anyway–London is still so new at this that the idea of rolling the dice 20 times to mow down a long line of bad guys is awesome–so I feed on that). At the end of it all, the only Imperials left were Udin Heek and one henchman, and Wuta and Camie had them disarmed.

9 - AT-AT Villa

Then some armed windriders from King Mannix’s guard showed up, and their crew told everyone to throw down their weapons. For the crime of bringing our offworld fight into King Mannix’s peaceable kingdom, all four of us–Udin Heek, lone Imperial henchman, Wuta, and Camie–were taken under guard to the King’s walking capital city (illustration above from Ryan Church’s “Celestia Galactica Photografica” section of the Star Wars Visionaries comic collection).

10 - King Mannix

We were all hauled before King Mannix, a Nautolean (Kit Fisto’s species). He had managed to keep his people out of the galactic civil war and he was pretty unsympathetic to our explanations for why we had to bring the fight to his moon. At the end of the deliberations he decreed that we would face trial by combat; each side had one hour to choose a champion to represent them in the arena.

12 - Nexu 2

The arena fight was a deliberate subversion of the usual trope, since a regular fight-to-the-death would be completely out of character for a pacifist society like King Mannix’s. Each champion would face a single Nexu in the arena; the secret engine of the scene was that the Nexu were tame, and would not attack unless they were attacked first. The Imperials lost the coin toss so we got to see this firsthand. When Udin Heek went for his club the Nexu got growly, and when he pulled his hand away from his weapon it calmed down. But “make peace with the monster” was not in Udin Heek’s behavioral repertoire, so eventually he tried to club the Nexu. The Nexu knocked him down and batted the club away with contemptuous ease, and then hauled him by his collar before King Mannix.

I was hoping that London might have cottoned on to the game, but when it was Wuta’s turn in the arena, he only put his club away long enough to get close to the Nexu, then tried a surprise attack. It didn’t go any better for him than it had for Udin Heek. All four of us, Imps and PCs alike, got tossed into jail, on one of the pendant platforms hanging from either side of the walking city.


That night there was trouble in the walking city. Out the small, high, barred window of our jail cell, we saw an Imperial shuttle fly over the city and set down on one of its landing pads. A little later there was blaster fire and alarms and confusion, and the energy screen blocking the door to our cell went down. We managed to get to an empty guard station and commandeer some pikes and projectile rifles. We ran into Udin Heek and his henchman, who had busted out of their own cell, and tailed them to the tramcars that led from the hanging platform to the upper city. We had a nice running battle that ended with the henchman’s demise and Udin Heek in cuffs. Then we helped the city guard fight off the stormtroopers from the shuttle, and snuck into the palace to take out the Imperial officer and stormtrooper squad that were threatening King Mannix.

As thanks for our valiant defense of his city, King Mannix let us take Udin Heek and his stolen data back to the Alliance. And naturally we kept his Gozanti cruiser for ourselves–stolen Imperial goods are to Star Wars roleplaying what treasure chests and dragon hoards are to D&D.

Posted in actual play reports, roleplaying, Star Wars | 1 Comment

Guest post: How Serenity ended up in Battlestar Galactica

I have blogged here before about my good friend and former roommate Jarrod Davis, who is a visual effects guy and who (ab)used his awesome powers to sneak the spaceship from our Star Wars roleplaying campaign into Firefly and Serenity, after which some other VFX artist put it in BSG. This is another such tale of cross-universe pollination, copied with permission from one of Jarrod’s Facebook comments.

Serenity in Caprica City

So we on the Crew were all about cameos, and I do believe it was Lee Stringer who had the idea to put the Serenity in the show [Battlestar Galactica] somewhere. It fell to me because I had these shots in the hospital where Laura Roslin gets her cancer diagnosis with all these windows that needed filling with spaceshippy goodness. Perfect opportunity of course.

So I do it. And you’ve seen it. And I think, hey eventually some nerd will see this and get a chuckle out of it.


The VERY NEXT DAY, had a giant HD screengrab up on their site. “LOOK! SERENITY IN BSG! LOOK! L@@K! SEE IT!” and other such internetisms as are designed to capture one’s attention.

I was not expecting that.

Some weeks later, my boss Loni [Peristere] would relay this story to me:

He was meeting with Joss Whedon and Tim Minear (yes, the legendary writers and showrunners responsible for many of your favorite programs) about one of the shows we were working on or going to work on.

So, Joss says, “So… I hear that the Serenity ended up inside Galactica…?”

Loni: (laughing it off) “Oh yeah, hehe, Mal took a job that took ‘em out to the Twelve Colonies… hehe LOL”

Joss: “Hah, that’s cool.”
Tim: “No, that’s not cool.”

Loni: [???worried???]

Joss: “Wha? Naw, man, it’s cool…”
Tim: “No, it is most certainly NOT cool! You can’t just do stuff like that!”

Loni: [???shrinking... scared...]

Me, hearing this story later: [shrinking, scared crap-less, sweating]

Joss: “Calm down, it’s fine…”
Tim: “No, it’s not fine! You can’t just let them do stuff like this!”

Loni: [losing control of organs]
Meta-me: [losing control of organs]

Tim: [pause] Nah, I’m just screwin’ with you, it’s fine. [smiley]

Loni and Later-me: [flooding relief]

Posted in Battlestar Galactica, geekbrag, Whedonverse | 4 Comments