Three Lions, Eleven Stamps: Royal Mail to Issue Football Association Anniversary Stamps

Leave it to the Royal Mail to issue another brilliant stamp series, this time in honor of the 150th anniversary of the founding of the Football Association and featuring an all-UK top 11:

Football Heroes via the Royal Mail

It’s great to see the lineup depicted at the peak of their individual careers (especially Keegan’s curly locks!) There’s understandably a bias towards the 1966 World Cup-winning team, but it’s hard to much argue about the selection: Gordon Banks, George Best, Bobby Charlton, among other stellar names. I’m sure, though, that there are debates aplenty about who was left out.

Due for release on May 9th of this year, it looks like I’ll be ordering more than just the Doctor Who stamp series from the Royal Mail this year.

(Image via the Royal Mail)

Doctor Who Project: The Time Meddler

What do you think it is, a space helmet for a cow?

To end Doctor Who‘s first season, the producers pulled out all the stops in a historical tour de force with a large cast and elaborate costumes aplenty. The second season finale proves equally remarkable, but not for any creatures or effects or epic tales. Rather, Dennis Spooner’s “The Time Meddler” (Story Production Code S) marks the first story where none of the original three companions are present, and we also finally begin to understand something of the Doctor’s backstory. For he is not alone. There’s another time traveller out there, from the same place as the Doctor, with his own TARDIS, a Mark IV, no less. He’s only known in the story as the Monk, but the Doctor knows him as…a Time Meddler.

Of these two remarkable aspects, perhaps the former is the more important, because the show has the confidence to move forward with the Doctor as the central character. Previously, Ian and Barbara played, if not equal roles to the Doctor’s, at least counterbalancing roles, serving as wise and careful adults who keep events from getting out of hand (mostly). They were the literal and figurative teachers supporting the show’s nominal educational mission. The success of “The Time Meddler” is to present a Doctor Who story that is fundamentally about the Doctor and the mythology surrounding him, and it succeeds quite well, arguably the best story of the second season.

“The Time Meddler” could not have been produced earlier in the show’s run, for it relies heavily on the notions of time travel that prior episodes, particularly the historicals, have established. Both the Doctor’s strong reluctance to alter history (“The Aztecs“) and his inadvertent and significant participation in its creation (“100,000 BC“, “The Romans“) inform “The Time Meddler,” as the Doctor must confront one of his own kind who revels in changing history, “disgusting” behavior according to the Doctor. The faults of the Doctor’s TARDIS, elaborated over the course of two seasons, play a role in the story, for the Monk has a far better one that actually works. Even the intentional anachronisms—the Monk makes breakfast with a toaster and electric frying pan in an 11th Century monastery, for instance—play against the established structure of the historical stories, where every last feathered headdress and torn jerkin is properly reproduced by the BBC’s prop department. This is, at last, a time travel story in historical clothing.

While the story does feature the far-too-typical splitting of the party (the Doctor is separated from Vicki and Steven for three of the four episodes) and the inevitable inaccessibility of the TARDIS (underwater thanks to the tides), the Doctor finally has a reason to intervene in events in a historical story beyond the mere desire to escape: he must preserve the timeline. This imperative gives the story a narrative weight that prior historical stories lacked.

Not your typical to-do list.

And indeed, how could anyone not be mesmerized by a story that hinges on preventing the Norman Conquest of Britain in 1066 by sinking a Viking fleet using an atomic cannon mounted on a Northumbrian cliff…

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Dungeons and Scanners: The Return of Downloadable D&D Material

It goes without saying, in this era of the long tail, that canny publishers with niche products know all about electronic publishing and make their wares available legally (and profitably) to those who want to throw money at them. Well, most canny publishers, that is, for Wizards of the Coast, current license holders for the Dungeons and Dragons role playing game, stopped making their back catalog of long-out-of-print adventure modules and rules supplements available for legal download several years ago for reasons they never quite explained. Perhaps they didn’t like making money—or perhaps some wrinkle in their license terms prohibited the sale of scanned .pdfs of the products.

In any event, like a lich with an intact phylactery, Wizards of the Coast couldn’t keep their archive down, and they have brought their back catalog, er, back, at dndclassics.com. According to Wired‘s GeekDad, the products have been re-scanned as well. From the one module I’ve downloaded so far, the new scans are a serious improvement over the original offerings from several years ago, which had some instances of iffy scanning.

The downloads, ranging from classic adventure modules for Basic D&D through to rulebooks for the not-so-well-regarded D&D Fourth Edition, come as watermarked .pdf files with, wonder of wonders, searchable text. The watermarking is unobtrusive, placing your name and the order number in faint, tiny lettering at the bottom left corner of each page. Prices seem reasonable, in the $5 to $7 range for D&D and First Edition AD&D modules and rulebooks around $10—and really, who needs anything else?

Detail of a classic adventure

For a limited time, the site is offering a free download of Basic Module B1, In Search of the Unknown, so go give them a try and, if you’re of a particular age, relive some of your childhood as well.

Winter Offensive 2013 After Action Report

Sure, it may have been seventy degrees outside, but this past weekend in Bowie, Maryland, it was Winter Offensive 2013 inside, as Multi-Man Publishing‘s annual Advanced Squad Leader tournament and all-around gamefest took place.

A view from the Winter Offensive '13 trenches

Attendance at the East Coast’s premier ASL event initially seemed a bit off from years past (though no complaints from a table-space perspective), perhaps owing to the slightly changed date. Typically, Winter Offensive is held over Martin Luther King, Jr. weekend, but the proximity of the Presidential Inauguration put paid to those plans this year. Saturday, however, saw a major influx of gamers, bringing the total up to 126 over the course of the event, pipping 2012’s 125 gamers.

The old gang was all in attendance, and, as has become my wont, I managed to play a total of zero games of ASL, though my resistance weakened somewhat when I saw a beautiful scenario featuring bicycle-mounted Japanese troops supported by some of the most obscure tankettes in the game in the Phillipines facing U.S. Army cavalry. Early war, PTO, junky tanks, and bicycles? Yes, please! Time to dust off the ol’ rulebook, I think.

GMT's Bloody AprilI managed to game aplenty, though. After spending much of Thursday catching up with people, I spent the vast majority of Friday playing a huge scenario from GMT’s Bloody April, a World War One grand tactical air game, with my Germans (including von Richtofen himself) facing off against Doug Bush’s British pilots.

Though the Germans tallied far more British flights shot down (the Baron himself had four kills), the Brits were able to accomplish more than enough of their objectives to see them win handily. The system is nice, though a bit cumbersome given the need to track nearly ten variables per flight counter on the map. Still, by the end of fifty turns, we had the climbing, diving, and dogfighting down pat.

Friday evening was given over to GMT’s Twilight Struggle against Chris Chapman, who took the Soviets against my Americans in a replay of the Cold War. Honors were even until the mid-war phase, at which point the Soviets scored quite a few regions. With a +16 VP lead, Chris seemed in control, so I started to play around with DEFCON, but the gamble led to an unfortunate end for the planet when the Soviets were able to push DEFCON to zero owing to my own card play. A rematch has been demanded!

Far too bright and early on Saturday, I faced off against Mike Vogt in MMP’s No Question of Surrender, taking the Italians as they besieged the Free French in their desert fort. This was my first experience with MMP’s Grand Tactical System, a company level, chit-activation wargame. While I like the underlying system—it’s simple to learn but difficult to get all the parts working synergistically—I was underwhelmed by the tactical situation portrayed. The Italians pretty much just crashed like weak waves against the French fort, and Mike was probably getting tired of rolling so much opportunity fire against them. Still, it was nice to see the rules in action, and always a pleasure to match wits with Mike.

By Saturday afternoon, a bit of heavy-gaming fatigue had started to set in, so lighter fare became the norm, and I played through two games of FFG’s Battlestar Galactica. Much to my dismay, I was never a Cylon traitor, though I was accused of such in both games (and even sent to the brig once). The Cylons won the first game without much fuss, but the second saw cagier play by the humans, leading to a narrow escape from the toasters. I’d gladly play this one again, but you need a good-natured group for it—the potential (nay, necessity) for offense in this one requires playing against gamers who enjoy gaming more than they enjoy winning.

Winter Offensive always leaves me drained in the aftermath, but for three days of gaming, I’m ready to put it on the calendar for next year. After I catch up on my sleep, that is.

Letter from a Time Traveller: Royal Mail to Issue Doctor Who Stamps

Image of First Doctor Stamp via Royal MailThough it might be a poor use of a time machine, if given the keys to the TARDIS, I think I’d jump to March, 2013, to grab the Royal Mail’s planned Doctor Who stamps. As reported by the BBC, each of the eleven Doctors will receive a first class stamp, with various enemies on second class stamps. There’s also to be a first class stamp of the TARDIS itself.

The backgrounds for the stamps of the eleven Doctors draw from the opening titles sequences of their respective seasons and utilize the contemporaneous Doctor Who logo as well. As is typical, William Hartnell comes out looking classy as ever. (Poor Sylvester McCoy—that background does him few favors).

I’ll definitely be picking up a few sets of these when they arrive, though I do confess to a bit of curmudgeonly disappointment that the second class enemies are all drawn from the new series. Ood and Weeping Angels before the Ice Warriors and Daemons?

(Image via Royal Mail)

A Fresh Console for Christmas: New TARDIS Interior Revealed

The BBC has unveiled our first glimpse at Doctor Who‘s revamped TARDIS control room, and it takes us away from the prior steampunk monstrosity back to a far more traditional look:

Image of new TARDIS control room via BBC

While I understood the prior control room as emphasizing the immense size of the TARDIS (and also providing lots of space for interesting camera angles and character positioning), this new look harkens back to consoles from earlier days with a more personal scale. The prior console took time to walk around, and the TARDIS felt like a ship rather than, well, a time machine. This is cozy without being cramped, and the lines are modern and eclectic at the same time.

Though it’s hard to tell from the photo, stairs seem to extend down behind Matt Smith, suggesting a lower deck where the Doctor can fiddle with the TARDIS to his hearts’ content. There are plenty of knobs and levers as well—the TARDIS should never have a touch-screen bridge along the lines of Star Trek: The Next Generation. The hexagonal motif in the walls also calls back to earlier incarnations of our favorite time machine.

A very promising new look here. Now let’s hope that the stories Moffat and crew tell in it are worthy of the revamp, because the first part of the most recent season left more than a bit to be desired.

(Image via BBC)