What books do I have in this series and why?
Back a few months ago, when I was... let's say feeling the pandemic, I decided to change things up by filling in some missing books from my RPG collection; I had a few books in the Space 1889 line and filled in most of the rest:
Space 1889 (core rules)
Soldier's Companion (miniature rules and more about armies)
Conklin's Atlas of the Worlds (sourcebook)
Tales from the Ether and More Tales from the Ether (adventure anthologies)
Beastmen, Caravans, Steppelords, and Canal Priests of Mars (adventure and sourcebooks)
No, but why?
Rereading/skimming Space 1889, a few things jump out, but overall: the premise of this game is that 19th-century colonialism has made it to the other planets, in a retro-future style (e.g., flying ships make the trips on ether; Venus is a swamp planet of dinosaurs and lizardmen; Mars is a dying planet full of warring tribes and city-states). As this is meant to emulate a certain style of American-British pulps, the adventures are usually structured around dangers to the British crown colonies or mercantile interests, with native Martians, German colonizers, and mad scientists being the main source of those dangers.
(It amuses me that the current publisher of this is the German company Ulisses Spiele, and they seem to have turned away from the "evil German" aspect of the game, and I'm sure there's nothing else problematic there.)
This is, to put it mildly, hard to imagine updating for modern -- or rather my -- sensibilities. Whenever I read something about how, say, the lizardmen are "adapting well" to the plantations on Venus, I kept thinking of Lavie Tidhar's note that steampunk is fascism for nice people. (The artwork inside didn't strike me one way or another, but the covers do feature a lot of white women in dresses being menaced by "native" figures and being protected by white men dressed either as soldiers or big game hunters.) Or to put it another way, Conklin's Atlas provides an overview of all the areas where PCs might want to adventure/explore and conquer/loot: Mars, Venus, the Moon, Africa, South America...
I asked on a gaming discussion group how one might update this to make it feel less awful, and most of the answers were to make colonialism less effective by either casting the Earthlings as refugees or by making the Martians technologically on-par rather than the dying civilization that has lost their historical powers. I might also offer a different campaign frame where the PCs were the natives that were trying to navigate the complex and potentially dangerous influx of outworlders; or maybe a game where you played it as written but rather than white Britishers, played members of the Indian Army, ostensibly part of the colonialist force but with a different view on things (or maybe an all-women group) -- or occasionally zoomed out to see what life was like for other people who colonialism has impacted. I'm sure there's a few twists you could wring out of this, but in general, this doesn't feel like a game that I'd be interested in playing straight.
(Just one thing to note that I like here: the adventure/sourcebooks really do a good job of sketching in some area and then allowing the PCs to discover and deal with all that material; in other words, there's a real focus here on gameability.)
(Also of note: I bought the original Canal Priests of Mars, which was much cut down from the original manuscript; these days you can also buy the un-cut version as a pdf.)