I’m doing a couple of different things, with different groups (with some overlap), one of which meets weekly but most bi-weekly or monthly.
-I’ve been running a Champions Now game for the last year or so. The game is a contemporary implementation of the rules and philosophy of 1st-3rd edition Champions, though is definitely its own thing. It’s very versatile and customizable in terms of approach and tone, though we happen to be doing a serious-but-not-grim kind of thing inspired by John Ostrander’s Suicide Squad comics.
-Also going for the last year, running a game of Legendary Lives, which is a lot of fun and is a really interesting system that warrants more play and exploration. It was originally published in 1992 though is as genuinely innovative (in my opinion) as almost any recent game I’ve played.
-I’m running another Fantasy Heartbreaker, Forge: Out of Chaos, which is nearing its one year anniversary, and for which I’ve been mining issues of Fight On! for dungeons and city adventures. This has been fun as Forge has a kind of gonzo, heavy-metal-album-cover spin on some standard adventuring tropes which has meshed well with the Fight On! material. (It’s also feels like a very thoroughly playtested system that has been very robust in play).
-We have a bi-weekly nominally open-table Tunnels & Trolls game going. It started as a Tunnel Goons game but we ported over to T&T about 8 sessions in, though I’m still using/adapting mostly Highland Paranormal Society adventures and scenarios for it.
-I just started running a game of The Pool set in a fantasy-Napoleonic era setting. This has been going well: one of the players is completely nee to gaming and is very into it. I’m finding running The Pool to be really interesting because it forces me to pay attention to some of the assumptions I have about what makes for “good GMing”.
On the playing side of things:
-Playing James Bond 007: this had always been a game on my “want to play list” and finally got a chance. It’s great reputation seems completely deserved. The game is really brilliant and allows you to either really lean into the James Bond stuff or to play against it in interesting ways so that you’re really able to do your own take on espionage adventure stories.
-Playing Heavy Gear 2nd Ed. We’ve been playing this using the full on tactical rules for fights between the gears (mecha). The tactical combat is fun and we’re making the role-playing stuff in between work to give some context to the battles.
-And just finished playing through Dead Planet (Mothership) with a group; we’re about to start a Lamentations of the Flame Princess game with an original scenario designed by the GM.
Kind of a full dance card at this point, although am hoping to run some Star Wars d6 and/or some Runequest soon.