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12/7/09 03:07 pm - Creative Piles

In the post-Dragonmeet Sunday lunch last week,[info]corone , [info]gbsteve , Graham Walmsley, and I were discussing the enormous piles of papers and books which litter the floors of our houses and apartments in a stubborn refusal to bow to the commonsense simplicity of shelves.

Piles seem to be where it's at. They're an organic, living thing, unlike the stagnant stasis of a bookshelf - they move about the floor, incestuously swapping genetic code with other piles, budding off new micropiles, coalescing with other piles to form awesome megapiles, and all the time creeping, creeping, across the floors and psyches of our lives.

My piles all have one single Abhothic point of origin, a pool of primal paper pile protoplasm from which they creep and flollop through my house (some have even made it outdoors, and now infest my barn, hanging around like delinquent swallows' nests with sinister agendas). It's the left hand side of the sofa, just by my feet, where I sit. I have a habit of plonking things down just there. Even after my desperate and frequent attempts at self-rehabilitation ("Hi. My name's Sarah, and I'm a pileaholic..."), when the floors are swept clean in some puritanical broomstick frenzy, it's barely a matter of hours before the first paper or book is now there again. Just a singleton, to start with - innocent, bright-eyed, virginal, like butter wouldn't melt. Blinky-eyed with "I'm not a pile... I'm just a book which Sarah put down for a minute. I'll be gone in no time at all". Until you look again, of course - within a day or two that book has gathered to itself wind-blown accreta like dry leaves in a gutter - a variform clutter of character sheets, inspired notes, sketchmaps, and "must keep for later" scrawls of incomprehensible legerdemain. Within a week, it needs dusting. The cat starts to accept it. It gets hoovered around. Yup, it's a pile.

I long for the future of cerebral implants and brainjacks, when I can distribute my memory storage in elegant cyber-towers in glistening black and green virtualities. For now, my personal braindump is actually that - the labyrinthine curlicues of my mind, towering in uncertain parchment skyscrapers and manuscript mesas prefiguring a marvellous interlinked future.

Distributed computing? That's my story, and I'm sticking to it. I've even got an idea for a story about it... hang on, it's here in this pile of paper somewhere. Just a minute...

*****
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12/4/09 10:41 am - Mindjammer at the Printers!

It's happened at last: the whole of Mindjammer has been signed off, layout done, proofed, print proof signed off, and we're now printing, all being well for a release well before Christmas! Some last-minute delays with layout pushed us from October, through November, and finally into December - that's been a heckuva learning experience and *wont* happen again! :D But basically we're done - the book looks lovely, the guys at Cubicle 7 have let me put in pretty much everything I wanted to, and the New Commonality Era is open for Starblazer business!

It's been quite a genesis. Mindjammer evolved from the backstory of a campaign setting I've written for Chaosium, entitled "The Chronicles of Future Earth" (due out "soon"), and rapidly grabbed me by the throat and demanded I write it down. From the very beginning I was completely fascinated by trying to model cultural conflict in a roleplaying game in a way which was exciting and playable - a way where PCs trashing the setting (as they do) would actually have a quantifiable effect on that setting. A big part of Mindjammer tries to do that.

But more than that, I wanted to create a scifi setting which was gung-ho, exciting, as immensely fun and enjoyable as your best rollicking RPG sessions; one that didn't get bogged down in gearhead-dilemmas and all the problems of trying to second-guess the nitty gritty of far future hardware. I spent the best part of 2008 toying with various game systems trying to do just that: and then, almost exactly 12 months ago, I received the Starblazer PDF preorder from Angus, Chris, and Dom at Cubicle-7, and it was my "Eureka!" moment - THIS was a ruleset which would allow the New Commonality Era to fly!

Technology in Mindjammer is *very* advanced: the society of the NCE is *completely* alien to anything 21st century hom sap has ever experienced. Hopefully the "suspension of disbelief" premium which many scifi settings require you to pay is relatively limited in Mindjammer: I wanted a setting even *I* (cynical old bat that I am) could believe in, and the New Commonality Era is my best attempt.

At the same time as all the weird, super-advanced, highly-evolved, transhuman and posthuman stuff which the campaign *reeks* of, though, Mindjammer also had to be PLAYABLE. I've had countless scifi sessions in the past where everyone's banging their heads on the table trying to work out the vectors and trajectories of fighting starships, discussing the relative penetration of slug thrower rounds, and debating the functions of gauss weapons in electromagnetic fields, while all the while the campaign *fun* meekly staggers into a corner and dies. So - playable. Accessible. Fun.

Hence the Expansionary Era in Mindjammer, where the Commonality is discovering lost colony worlds, some with ancient, semi-fossilized cultures, some strangely similar to our own. Star Trek did it: Al Capone alternate evolution, but it was always absolute hokum how and why that could happen. Not in Mindjammer: the setting actually explains *just how* some of those worlds mirror or refract ancient Earth cultures - and how the Commonality is taking advantage of that, or sometimes suffering culture shock itself. The upshot is that if you want to play a gung-ho 21st century mindset in Mindjammer (or even a 28th century neo-Japanese Technoninja!), there's a homeworld for you somewhere out there!

We'll see how it goes. I've posted colour maps and images of some of the Darradine Rim worlds on the Mindjammer website (www.mindjammer.com) for free download; there's lots more to follow. Also, I'm working on a second book, entitled Mindjammer Adventures, which contains new rules (specially for the "interstellar brainjack internet thing" called the Mindscape and "Technopsi", technological psionics, and also four humongous scenarios which really push the transhuman thing to the max (one adventure is set aboard an enormous sentient living organic spaceship... venting waste gases... whew...).

And mere days to go till the core book hits the shelves :)

Cheers,

Sarah

*****

11/9/09 09:24 am - Twenty Years After The Wall

 In November 1989 I was a mere slip of a lass, still an undergraduate, fresh back from a year studying in the Soviet Union.  I'd just spent 7 days interpreting in Peterborough with fellow student and chum Jamie Coomarasamy (now of BBC fame) for a group of Ukrainians from Vinnitsa.  It had been a bittersweet week - we were impoverished students, they were impoverished citizens of the Eastern Bloc, unable to understand why (if the streets of the West ran with gold) we couldn't afford to buy them all they wanted.  In those days, trying to explain the niceties of capitalism to communists was a complete paradox - yes, it's possible to be poor in a world where the shops are full of treasure.

Bittersweet too 'cos we all knew Perestroika was doing major things to the Soviet Union.  During my time in Moscow, I'd attended concerts, get-togethers, parties, where the fresh air of change was blindingly clear, sweeping through all the old Soviet certainties.  We'd listened to Viktor Tsoy and felt the fire of freedom kindle; we'd read Master and Margarita in the first ever Soviet edition; we'd talked freely, and even the KGB guy in our Ukrainian group smiled that he found himself with less and less to do.  Everyone was aching with hope, waiting for something to happen.

Then, the 9th of November.  It was a Wednesday, I think, or maybe a Thursday - that bit's hazy.  The day the Ukrainians were due to go home - back behind The Curtain.  The night before, we'd been to a funfair in Peterborough.  I'd shared a big wheel chair with Boris (yes, unbelievably...) the KGB guy - he was there alone, and a bit shunned by the others.  I felt sorry for him.  He smoked Belomorkanal papirosy constantly, and I bummed a couple off him for old time's sake.  As we wheeled high above Peterborough in the darkness, tears suddenly came to his eyes.  He looked out at the (his words) "thousands of golden street lights, like golden stars... They always said the West was paved with gold, but I never knew it would be so beautiful.  That people would be so kind."  I'd experienced the warmth and kindness of strangers when I'd been in the Soviet Union - people with nothing sharing everything they had - and I felt choked, inadequate.  What could you say...?

The next day we stood by the coach, diesel fumes, unhappy faces.  Jamie and I had pooled our student pennies and bought little souvenirs for all the kids - pencils, rubbers, keyrings.  Cheap tat, but bright and gaudy stuff for the kiddies to take home.

Outside, we stood awkwardly, smoking, waiting for the time for the Ukrainians to board the coach and go.  Dragging out the last few minutes.

Then, suddenly, it came over the radio: The Wall was down!!!  Everyone stood, stunned.  Overnight, the borders had fallen.  People were flooding West, then flooding back again.  Not an exodus - not a refugee crisis - but a collapse of the entire Iron Curtain.  In our group, people began to laugh, uncertain.  Elena Nikolaevna began to cry.  I felt I daren't talk or I'd burst into tears.

Boris the KGB guy came up to me, tears on his cheeks.  "Now I'm definitely out of a job," he said, suddenly laughing.  A huge, Russian hug - not just him, but everyone.  It felt like a new world - and suddenly, the Ukrainians wanted to go home.  Excitement - change.  After 40 years of stagnation, history - for good or bad - had started its inexorable march again.

20 years ago today.

*****

10/31/09 09:29 am - Surfing the Chaos Wave

As a computer spod since the year dot, an active web user since 1992, and a former web developer, architect and business manager, I've been watching Google Wave with some interest. It's the first much-touted "killer app" since live messaging which actually looks like it will fulfil its promise of being the Next Big Thing.

One of the early tropes of the cyberpunk genre was the encroaching alienation people begin to feel when the pace of technological change begins to outstrip the ability of people to keep up with it.  Call in "innovation fatigue".  You can see that with some of the early adopters of Wave; a pervasive "ok, bored now..." switch-off from engaging with the new tech. That's fair enough; we're playing with what's effectively a beta release, here, and anyone who's not prepared for a steep learning curve and heaps of gremlins should just switch off and wait a couple of years till the technology matures.  By then, of course, the *next* big thing will be on the horizon, and the next big wave of innovation fatigue.  Anyone who's been around a while already knows that this technology will *never* mature - surfing the crest of the ever-crashing techno-wave is the best we can expect, and there's some who like surfing, and some who don't...

For those of us who can cope with the crashes, glitches, clunky interface, lack of functions, and all-round frustrating "why didn't they do *that* yet?" rawness of Google Wave, it's an astounding piece of technology.  It's very amorphousness takes 2nd gen web tech to a new level - Web 2, like the internet, is becoming a *medium*, not an application, and Wave is leading us in that direction giggling and stumbling all the way. The question to ask is not "what can I do with Wave?", but "what can I do IN Wave?"  No point criticising the telephone if you've nothing to say...

So, here are a few thoughts about where Wave is leading us, with a slant towards the RPG business (as that's where I'm currently at):
  • hyperlinked collaborations: the ability to group-produce documents, images, systems, narratives, in real-time with multiple contributors.  Kind of a multiway conversation where everyone's utterance is not only recorded, but available for sequential playback.  
  • non-time-restricted conversation: up to now, joining a human conversation (virtual or not) has been a question of trying to work out what everyone's saying and maybe asking for a summary.  No longer: conversations are no longer fixed in time; new participants can come and "replay" the whole conversation before joining in.  Most amazingly from the human cognitive standpoint, participants in conversations can actually *go back in time* and thread off new topics and conversations from previous utterances.  A conversation becomes a 4-dimensional object shared between an unlimited number of participants - the full implications of that are yet to dawn on us.
  • increased cyborging: many of us webheads (and I include portable iHeads and txtHds in that too :-) ) are already accustomed to being cyborgs to one degree or another. We go through life dimly aware that in the back of our minds there's this virtual socket into the Web where almost unlimited knowledge waits. Few of us say or think "bugger, I don't know the answer" any more - we say "I don't know - hang on, I'll find out", and look it up.  We're cyborgs already.  With Wave, the cyborging goes to a new level: it's become ACTIVE.  Passive connection to knowledge is one thing: active connection to a infosphere of multidimensional (and multidimensionally *connected*) constantly changing conversational exchange and *creation* with ceaselessly regenerating content and changing participants is something our primate brains have NEVER had to cope with before.  No wonder we're getting some instinctive kickback; this is a WEIRD experience which no human being has ever had before.  Again - full implications a few years down the line.
  • privacy concepts challenged: this is one I experienced pretty quickly in Wave.  I'd been having a conversation with someone, one-to-one, and suddenly a bunch of other people got invited. Fine, but the unexpected corollary was that everything I'd said *up to that point* was also available for them to "listen to", not just everything we were going to say after.  Talking via Wave, you have to assume that *anybody*, any where, any time, may be able to replay your words *and interact with them*.  It's not just a Forum: it's like having your email open for everyone to read, anytime, anywhere.  
  • embed fun and games: here's the coolness right now for me, immediate future.  Imagine an RPG Wave demoing a particular game or scenario.  You've got participants, etc, even lurkers watching it unfold.  All good.  Now, you can EMBED that Wave directly in your game's product page on the net, next to demo docs, download links, purchase buttons, videos, promos, graphics, the whole thing.  And the Wave will update in real time.  Imagine that: all of your PAST AND PRESENT gaming experience and convos about a system become part of your marketing material.  Transparency is always a challenge - but the potential is awesome.

That's it for now - thoughts and impressions after a week of Waving.  I may post a follow-up with more if anyone's interested :-)

Cheers!

Sarah 

*****

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9/4/09 02:46 pm - Legends of Anglerre - Why It's Awesome

As some of you know, for the past few months since completing Mindjammer I've been immersed in writing large chunks of Legends of Anglerre, the fantasy version of Starblazer Adventures. I'm also editing the book - compiling the disparate chapters of this immense beast into a single volume hopefully slightly less cyclopean than its august predecessor.

So - a FATE fantasy roleplaying game, Starblazer Adventures but with dragons, magic and swords. I'm really excited about it; the more I've been working on it, the more I've come to realize that we've got a cool little puppy on our hands here.  It's a full-blown fantasy roleplaying game, meaning you can play pretty much any kind of fantasy game with it, from old school D&D, through Swords and Sorcery, to angst-ridden Elric, Byzantine intrigue, or superpowerful Exalted-style campaigns with casts of thousands.  Plus - and here's when it's got me - it uses the same spectacular Fate engine of Starblazer and its serene parent Spirit of the Century. 

Like Starblazer, Legends of Anglerre takes the toolkit approach, but it also comes pre-loaded with two very solid settings - a Swords and Sorcery one, and a High Fantasy one.  The Swords and Sorcery setting is the "Anglerre" of the title - a pseudo-Moorcockian world filled with evil sorcerers, jaded kingdoms, and demonic swords.  It was the subject of several Starblazer issues, and is a cracking setting for that Stormbringer-flavoured game.  The High Fantasy setting is "Lords of the Hither Kingdoms", written by myself.  It should be familiar to anyone who's ever played, say, D&D, or Warhammer, Tunnels and Trolls, or Glorantha; it's a mediaeval fantasy setting of elves, dwarves, dragons, and high magic.  A little bit more than that, though; it's Tolkienesque, too, with many of the same epic and melancholy themes that Tolkien used running in the background.  The magic system is broad and accessible, but there are some little tweaks that you could also play a Middle-earth game with it without too much trouble.

I've been writing Legends of Anglerre with Chris Birch of Cubicle 7, of course, and also a "working group" comprising Mike Olson (of Spirit of the Blank), Tom Miskey (Spirits of Steam and Sorcery, etc), and Marc Reyes.  Our goal with Legends of Anglerre was that someone familiar with a game like D&D, could pick it up and run with it straight away, that it should feel like a home away from home, friendly and familiar and accessible.  It's basically a zero-prep game, and friendly to newcomers - you get help with character generation, easy to use templates, careers, plenty of power and skill write ups and tons of examples of how to do stuff.  But - and this is where it gets cool - it follows the "FATE Fractal Principle", which means the more you drill-down into specific areas of the game, the more detail and coolness you get. We've made sure that despite its easy-entry, it's got a lot of depth, and should provide plenty of fun for gamers wanting to stretch the system as far as it can.

Take an example: powers. These are supernatural or magical abilities.  Note that I don't say "spells": like in Starblazer, what an ability looks like is a function of the setting, not the rules.  You could have a "Fire Power", for example: in the hands of a wizard, this would be Fire Magic; in the hands of a priest, miracles from the Sun God; for a fire elemental, its natural powers; for a dragon, its fiery breath.  You get the idea: we don't dictate the "manifestation" of the power, so you can tailor them to what you need.  The settings in the book provide guidelines of how those powers work in those settings, but there's loads of flexibility.  The powers rules work the same, too - each power skill as written has a number of simple uses, so you can jump in and just play.  But, the rules show you how you can modify these simple uses, customizing them to make your own magical effects.  You don't *have* to do this, but we're pretty sure when you get the hang of it you'll want to! 

The book provides a representative list of powers - there's eighteen or so, ranging from Death, Domination, and Dimensions, to Time and Transmutation. They cover pretty much the whole range of magic powers you could want.  But that's not all; you can create your own easily, and we provide plenty of examples to show you just how.

So, that's the philosophy: a simple, accessible base, with lots of depth if you want it.  The FATE fractal takes that a step further too.  How about this, for example:

In Legends of Anglerre, you can stat up castles, sailing ships, guilds, and kingdoms just like characters.  You can interact with them, your characters can lead them, they can fight.  The scaling system means that your game can move smoothly from (say) individual character level, up to castle and construct level, up again to kingdom level, then back down again.  Each of these "entities" has its own "character sheet", with skills and stunts, and they can interact with one another.  Want to cast a fireball to take down the wall of a city?  No problem - the rules do that out of the box.

So - you've got your character, he's getting all heroic and high-powered, so he builds himself a castle.  As he gets more powerful, he can use his experience points to improve himself OR his castle.  He could even get involved in mass battles and carve himself out a kingdom - and use his experience points on that, too!  The system is massively interwoven, but all using the same, simple set of rules - the FATE fractal.

That's it for now.  There's tons of other cool stuff in the book, including rules for mass combat, running your adventuring party as a "group character", families, dynasties, other dimensions, places of magic, demons, dragons, and even magic items as characters (even wanted to play Stormbringer as a character?  Now you can!).  It's as ramjam-packed with goodness as Starblazer, and due out for Christmas this year.  Back to work!

Cheers,

Sarah

6/10/09 09:48 am - UK Games Expo

 That was Saturday - Sunday, this is Wednesday... Finally arrived back on the farm in the wee hours last night / this morning after a 5-day UK stint with the in-laws, Brum, and London, shattered and extremely satisfied!

UK Games Expo was a blast.  Nice and big with oodles of new toys, the most important of which for me was the hard-copy of Starblazer Adventures - no more PDF printouts for me!  Hung out with [info]chrisbirch who marvellously monikered my copy - thanks Chris! - and spent several happy hours jawing about the future of Starblazer, Mindjammer, and the upcoming Chronicles of Anglerre and End of Days books, and with Rich Stokes of Collective Endeavour too.  As ever Jedi master [info]angusabranson beamed beatifically over all and lent an air of divine and courtly splendour to the occasion, as well as endless drinks, double-entendres, and introductions to all the lovely people at C7, Leisure Games, and the whole dang hobby who seemed to have turned up, including the gorgeous [info]actualsean and Starblazer-meister Marc Farrimond who ran a cool 2-hour bar-room bloodfest for me and a couple of philosophy guys from Warwick U (hi guys!).  Also chatted with Andy Peregrine about the upcoming Victoriana 2nd edition and got some insights into his plans for global domination, which sound very sexy indeed, and got to meet Mike and Col from Leisure Games too, which was an absolute pleasure.  Saturday finished with a famished food search and a slightly late (having been on the hoof for 18 hours by then, it felt late...) Pub Grub involving real ale (Fox's Nob... gotta love real ale) and fish n chips, for whose blessings I nobly sacrificed a week's dieting.  Well worth it.

So - toys!  In addition to Starblazer, I finally treated myself to Ars Magica 5th ed, after hearing awesome things about its magic system, Hellfrost Players Guide from Triple Ace, because it was gorgeous eye-candy and had some pillagable ice age ideas, and - complete impulse purchase - "Duty and Honour" (basically "Sharpe - the RPG") from Collective Endeavour's Neil Gow.  This has some intriguing card-based mechanics, and Neil's exposition of the social conflict system had me hooked.  Plus I'm on a whole 18th century thing at the moment (OK - Duty and Honour only *just* scrapes into the def, but what the heck), and anything a stone's throw from Doctor Johnson, Jane Austen, or the drug-crazed Romantics is cool by me.  

On Sunday I did a pile of Hawking of Starblazer Wares, when the Mighty Tome began to fly off the tables (the previous Saturday having been filled with potential customers contemplating the task of lugging the Tome around the con for 2 days - they came back today!), and also got chance to punt Mindjammer, which is now inching ever closer to layout, with an on-shelf release in October / November this year, inshallah.  I also got to meet Dominic from C7 for the first time and chew the cud about doing things with C7 and its sparkling future - great to meet you Dom, at last! :D

I got back to Harlow round 9-ish having been screwed by M1 traffic, just enough time to pass an enjoyable evening en famille with the in-laws and the Single Malts before setting out Monday morning for Chris Birch's extremely nice bohemian pad in the Smoke for a day selecting Mindjammer artwork, finishing up the Anglerre powers system first full draft, and making our plans for Global Starblazer Hegemony, which was nice.  Thanks for your hospitality, Chris!  

That's it!  Tuesday was spent recovering and catching up with family, then travel home, where (gracias a Ryanair's finely-tuned Automated Delay System) I arrived just before 1 am in the wee hours of Wednesday.  A great and productive long weekend, as ever made lovely and marvellous by the smashing folks at C7. Hope to see you again soon, guys!

That's me pretty much conventioned out for the summer - I'm aiming at IndyCon in November and then Dragonmeet London, but between then and now I have some games and stories to write!  Onward!

*****






5/22/09 11:31 am - The Starblazer Difference - Hot-swappable Scenario Design in Starblazer Adventures

It's been a while since I posted, but there’s something that's been buzzing around in my head, so I thought I'd have a go at trying to articulate it.  It's a bit abstract, theoretical, but bear with me.  I'm drawing on my experiences with Starblazer Adventures, but it's also doubtless true for Spirit of the Century and FATE in general.

I've been writing a lot of Starblazer scenarios and campaign stuff recently, for the upcoming Mindjammer book, and I've been struck by what a different experience it is from writing scenarios for more "traditional" RPGs.  Starblazer by its nature plays as a fast, furious, and inventive game, rollicking good fun with a hell of a lot of player involvement, but often it still just feels like a normal RPG.  But it's not.

The whole player participation thing radically changes how you construct your campaigns and scenarios.  In The Olden Days (and still now with more traditional RPGs), scenario writing is/was about providing a good, solid description of places, people, and critters, and also presenting enough plot detail that the GM could grasp the whole intended structure and "learn" it, before gradually revealing it to the players in the course of play.  Pretty much any scenario would have this “implied plot”.  Even if you avoid railroading in a scenario with a clear plot structure (no mean feat), a lot of the game involves the players trying to work out what the GM knows, and then navigate the scenario using that information.

Starblazer blows that out of the water.  At any point, players can make Declarations, etc, and invent elements of the narrative out of whole cloth, which the GM then makes best efforts to incorporate.  It's a bad GM in Starblazer who turns down player declarations because they don't "fit" the story / plot structure he's created; instead, you turn down your planned plot structure *in favour of* the player-created innovation.

It takes a few moments to realize what that does to your "planned" campaign.  In fact, you can't really plan it at all, nor should you.  In writing a scenario, for example, what I find myself doing is detailing the "starting assumptions" of the scenario - the status quo before the PCs turn up.  That involves sketches of locations and people, sure, and also statistics - but the understanding is that all these are provisional, and subject to complete change during the course of play.  A given bad guy may suddenly turn out to be a good guy, and vice versa, based on player narrative control.  This means that although you have some control over how a scenario starts, you really have no idea of how it’s going to go as soon as it’s out of the gate.  In a science-fiction campaign, this has major implications; imagine a first contact situation.  You've set up the aliens to be basically friendly, but incomprehensible, and the "starting assumptions" are that the PCs (as the contact team) are going to aim to do a good job and bring the aliens into the fold as friends and allies.  That’s what’s expected.

In Starblazer, you have almost no control, as GM, over how things go from there.  The players may suddenly declare that the aliens are actually inimical, perhaps they want to eat people, maybe they have some terrible disease, or that there's already ANOTHER contact team down there who've gone insane in Colonel Kurtz fashion and are killing the natives.  By the end of the scenario the entire planet may be a smouldering ruin, or your star empire may have a war - even a civil war! - on its hands.

That's an amazing power to unleash at the gaming table - and very exciting for the GM, too, as you really don't know where things are going - but how the hell do you link scenarios together into a campaign in such a game environment?

I don't lay claim to authoritative answers on that point, but here's how I'm handling it: I'm taking a "structuralist" approach.  I'm viewing the elements of a given scenario in largely abstract terms, and although I'm cloaking those abstract structures in setting-specific chrome, it's possible to change that chrome radically without totally trashing the structure.  You can even replace individual elements in the structure, “hot swapping” them with other elements resulting from player narrative intervention, without destroying its structure or utility.  So, in the above example, you've got the following structure:

"Star Empire PCs contact Incomprehensible Aliens on Unexplored World.  During the scenario, the Star Empire modifies the Aliens' life experience, and the Aliens may also modify the Star Empire right back.  By scenario end, there is a Defined Relationship established with the Aliens."

That's very vague and woolly, but it allows me to swap chrome descriptions easily, and even to “hot-swap” large chunks of the scenario structure (people, places, events) and to expect to handle the scenario progress in a certain way.  For example, by the end I know I'll have a status report on how the Star Empire and the Aliens are getting on.  I don't know whether they'll be allies or at war, but I know I’ll be modifying the relationship between the two “polities” based on the scenario outcome.

This is where the Starblazer "fractal" comes in.  By using organizations, etc, you can actually track the relationships between, say, Star Empires and Alien Worlds.  By the end of the above scenario, if there's a developing war, I can actually make the result of the scenario into the first "exchange" of a conflict between the Star Empire and the Aliens *as organizations*.  That's an amazingly powerful tool; it means I don't have to know in advance whether there's a war or not, and I can rely on the game rules to manage that war if there is one.

So what does this mean for writing a campaign setting?  Well, the first thing is to realise that whilst you can present a setting, and indeed loosely-linked scenarios, in a published book, you can't expect *in any way* that individual GM's campaigns are going to look anything like yours.  Events could be *hugely* different.  Imagine this situation: there's been a planetary invasion in the Star Empire by a bunch of bad guys.  The scenario deals with trying to fight them off.  Do the PCs win? 

In Starblazer, you don't know whether the PCs win or not.  You can’t assume anything.  By the end of the scenario, the bad guys could be toast, or they could be the planet's new rulers.  So how do you write a sequel scenario?  Answer: you don't make the scenario dependent on the precise outcome of its predecessor, but you derive it from the predecessor’s *structure*.  We know there's been a planetary invasion, so we know there are bad guys trying to invade planets.  The sequel scenario can base itself off that, and shouldn't rely on precise details of whether the bad guys won or lost in the previous scenario.  Starblazer - with its organizations and rules for cool things like Plot stress, etc - puts enough tools in the GM's hands that you can leave that kind of tracking up to the GM.

Think of it in terms of "layers".  You have your "top" layer in a scenario, which is the abstract plot structure (Planetary Invasion, etc) of the scenario itself.  This has chrome description laid over it, and you present some basic starting points there, but acknowledge the precise detail is up to the GM.  Then you have a "middle" layer, which is the specific, day-to-day events of the scenario, what happens to whom and when and where, etc.  Lastly, you have the "deep" layer, which is the underlying nature of the setting; "there's a Star Empire, and there's some bad guys who are kind of like this. This scenario is going to affect that”.

What this means is that when writing Starblazer campaigns and scenarios, you only write the "top" and "deep" layers.  You don't attempt the middle layer at all; that's up to the players and GMs who run their games.  One set of players could have the entire Star Empire erupt in civil war as a result of their actions; but the scenario you write should be able to fit smoothly in there, drawing on the fundamental setting "deep structure" layer and presenting a "top" layer abstract plot structure which can fit more or less any narrative.

In some ways, this is just good design, period.  For any game, you should always leave the “middle layer” blank.  But it's interesting that Starblazer (and FATE in general) actually *demands* this approach - it's built into the rules.  Scenario plot structure isn’t necessarily completely freeform, but nor can it be clearly defined.  In some ways it owes a lot to the concepts of sandbox and plot point campaigns, but it's more than that - a good Starblazer campaign guide provides a support and an inspiration to GM and player creativity, not a replacement for it.  The Starblazer rules are a toolkit for play; a Starblazer scenario is a toolkit for adventure.

What does this mean in the long run?  Well, I think it means any kind of “one true way” approach to a campaign will forever be absolutely impossible in Starblazer, which is *wonderful* news for GMs.  I don’t think I’m alone in having suffered from that; the urgent need to keep up with everything published for a setting, and also the ever-increasing fear and frustration that if you dare to invent something for a setting, it may - oh, horror! - be contradicted by “official canon”.  I personally HATE that; it stifles creativity something rotten.  In Starblazer, trashing “canon” and “the official word” is a RULES REQUIREMENT!  All any setting or scenario can ever be is a toolkit for adventure, and the creative control remains for ever with the GM.  Long may it stay that way.

*****

4/21/09 04:45 pm - Write-a-thon Over

 So, this morning I emerged pallid and blinking into the daylight, struggling to remember the mechanisms of speech and surprised at the curiously symmetrical shape of the dominant carbon-based lifeforms of this planet...

Yup, been a-writin'.  In fact, barely surfaced for air for about a month, there.  It's beginning to seem there's a divine law that says, no matter how well organized you are, how far in advance you plan, the last 4 weeks on a manuscript are a bastard.  Maybe's it's just because I almost always underestimate how big and how numerous those "little holes" in the manuscript are.  You know, "hey, yeah, it's pretty much complete, just a few little holes here and there to fill in".  Little holes, as in Krakatoa, the Ozone Layer, the UK debt mountain.  

Anyway - it's done!  The Mindjammer playtest manuscript is finished, complete, terminé.  And long.  At some point in the next month or two I need to do away with about 5,000 words.  The Jedi Editing Technique I learned from Ancient Master Jones last year has meant I'm writing more tersely than before - great for me, but harder to chop out verbiage.  We'll see.  I'll take a big stick to it sometime this month and see if I can't make it shrink from fear.

Mmm.  Got so figurative there I can barely remember what I was talking about.  Ah - writing! That was it!

Well (it's my first use of "well" in this posting - paragraph five!  Ladies and gentlementles, for abstemiousness with the word "well" in the face of uncommon temptation, I-a thank you...), well - Mindjammer over, I've also finished the first draft of the first story in the Songs of Old Earth.  The Good People at the writers group ici en France have given me heaps of hints, tips, and miscellaneous feedback, plus The Brown Dirt Cowboy (aka my Chris) and Chris at C7, so I'll be producing a polished V2 somewhere in the next month.  And also hopefully a first draft of the second story, "Slowboat".  

I'm excited to be writing this cycle.  I've wanted to attempt a "novel in short stories" for about a year, now.  Toyed with a WW2-type thing late last year, but got fired up with the Mindjammer thing and found there's a story wanting to be told in there which is right up my alley - culture clash, languages, history, and Really Big Guns.  Marvellous - what more can a (mildly psychotic) girl ask for?

Next up - Starblazer Fantasy.  Much neglected whilst I was Off With The Mindjammers, I'm now going full steam for a playtest rough in the next few weeks, and at the same time tarting up the Chronicles manuscript for Dustin and Charlie with some of my Brave New Words wot I thunk up in the past year or so.  Back then (!) 35000 words seemed barely enough for a covering letter with an electricity bill, and I struggled to cram everything in; something weirdly 4-dimensional happened since then, and I'm hopefully going to let a little air in.  We'll see - I think the MS will be better for it.

That's it.  Partially insane from overwriting, I shall now spend the next 2 days armed with lawnmower and strimmer trying to wrest control of the garden back from the assorted gnomes, wood elves and triffids who've since taken up residence there.  If you don't hear from me, phone the guys from "Round Up" and tell them to carpet bomb the place...

Oh!  Just forgetting - I'm at Salon du Jeu de Société in Paris this weekend, if anybody's there and fancies a chat.  I'm hoping to hang out a bit with Angus from C7 and meet the guys from Septieme Cercle - if anyone's going and fancies a chat come up and say hi!  I'll be the one looking for sushi...

Ciao!

*****

3/24/09 08:58 am - These honeyed words, this invisible keyboard...

 Today, I thought I'd start a post without using the word "well".  Yup, a bit of stylistic navel-gazing...  So many things are happening on the writing front right now - and yet from the outside my life doubtless appears a hive of inactivity.  Today I'm on my tod in Normandy, so the lambs and the land both beckon for TLC - there'll be little scribbling today, at least while the sun's up.  But, on the whole, I find myself with wall-to-wall writing on the go, which is a dream.

First: Mindjammer.  That's within a few weeks of the playtest draft, which is a stone's throw from the final manuscript, subject to peer review, feedback, typo-catching, and of course any editorial changes.  I'm adding content at a frightening rate, which means I'll be removing words at an even more frightening rate in about two weeks to keep the wordcount on target and under budget.  It's turning out to be better than I'd hoped for, which I put down entirely to the wonderful Starblazer rules - it's the first time I've come across a ruleset which just gelled with the setting so well, and kicked it off into all these amazing directions.  Hopefully it'll be as fun to read and play as it has been to write!

Second: Chronicles.  Actually seems to be coming back on track at last!  We've had to make some tough decisions, but are basically probably going to be going with a new editor in May, with a view to fast-tracking it onto the shelves asap.  I'm going to take advantage to make some "second edition" changes in the last half of April - I finished the MS at the end of July last year, so my thoughts have changed a fair bit since then, and there are a few things in the existing MS I think I could do better.  Normally you'd have to wait for a Second Ed to do that - but thanks to the delays I'm getting the changes in even before the first ed comes out!

Third: writing.  "The Songs of Old Earth" - I have a loose story map, and have started writing the first part (of about 8-10 parts).  We'll see how it goes.  It's quite an ambitious task - 8-10 short stories spanning a 10,000 year span of history, with different plots but unified by the common thread of showing just how Old Earth and the Venu ended up in such a crap relationship.   Changes in Commonality society, technology, culture, etc, will be in there too.  I find with things like this I can't plot it out too strictly in advance - I need to feel the freshness and surprise myself as I'm writing, so it's not clear how it'll go yet.  So far it's looking promising.

Fourth: Starblazer Fantasy.  This has been the big surprise of 2009 - it wasn't even on my radar at the beginning of the year, and it looks like it'll be my biggest job!  :-)  It's looking very cool - we have some very neat rules ideas, and some great thoughts for scenarios and settings, plus I'm doing my damnedest to project manage it in a very low-key way.  We're hoping to have a rough playtest draft in about a month; then some very intensive writing in May and June, I'll warrant.  Looking forwards to it - it's a big collaborative effort, and hopefully we can make it as good as the original Starblazer, but this time for fantasy!

Fifth: websites.  The Mindjammer.com website is up and running, and should have some updates in the next week.  I'm not sure yet if we'll keep the look and feel in the long-run - it depends on the look and feel of the Mindjammer Core Book, really.  However, I'd really like to continue to use it for publicity and feedback, and probably hook up to the C7 forums or set up a separate forum as things progress.  I've also got the Chronicles website completely on hold at the moment - we'll see how that goes, but it would be nice to do.

Sixth: Other Stuff.  This is stuff for the second half of the year.  I'm hoping to get down to a second and possibly third Mindjammer book - a quick Starships & Spacecraft type thing, followed by a "Starship Troopers meets Indiana Jones on Dune" type scenario following on from The Black Zone campaign.  After that it's into the full "Kingmaker" campaign to do in 2010, C7 permitting!  For Chronicles, I'd like to get Vales of Yala finished and out there - it's a very quick win - and possibly the smaller "Strange Bedfellows" (with a better name and some minor tweaks!).  After that, it's probably the campaign sourcebook and/or a scenario pack; I'd like to do them in a single book, but wordcount will be an issue.  We'll have to see if it sells well enough to justify that, I guess!

That's it for now.  Generally feeling productive - but for the rest of today the great outdoors (and the sheep!) beckons!

S.  xxx

*****

3/21/09 09:06 am - "Escape from the Slavelands" BRP Scenario

Chaosium have recently announced the publication of their "BRP Adventures" monograph, based on a competition they ran last summer, which by happy circumstance contains one of my scenarios, a Gamma World tribute called "Escape from the Slavelands". It's filled with bearded mutant biker scum, tunnel buggy chases, and hideous mutants, so flex your tentacles, put on your factor 200 sunscreen, and get ready for some mad, bad, radioactive mayhem!

On a serious note, I'm cheered that Chaosium seem to be finally breaking the logjam caused by Lynn Willis' untimely illness last Autumn. I know they've got a heckuva lot in the pipeline, not the least of which is my Chronicles of Future Earth, and I wish them well putting these things out in the supplement-starved hands of us gamers! Keep at it guys!

Now... where'd'I put my battered stop-sign shield and parking meter mace...? :D


*****

3/12/09 07:38 pm - Website done, off to Concrete Cow!

 Well, I'm orf to buy some games!  And some dice!  :-D

Bit of a manic day to finish up with, as ever, but the Mindjammer site is finally live at www.mindjammer.com for those who fancy a look.  It's just a brochure site for now, although we're going to put a "News" page up over the next month and keep a fairly regular feed of downloadable goodies up there up to the book coming out (and hopefully after!).  Let me know what you think!

So that's it.  Off to pack now and make sure I've got my shopping list correct!  Anyone else at Concrete Cow please come up and say hi! :D

TTFN,

Sarah

*****

3/10/09 09:42 am - Mindjammer - almost there!

 Well, here we are already approaching the middle of March, and Concrete Cow, hopefully the first time we'll be talking about Mindjammer openly.  Six months ago the whole New Commonality Era was something I was toying with, desperately trying to find the right rules to put it in, scribbling furiously but not really getting to grips with how it needed to be played.

Then I discovered FATE.  Yup, how late was I to that party! :lol:  First thanks to Fred, Leonard, and Rob for Spirit of the Century, where FATE officially blew the bloody doors off for me for the first time, and then - by a circuitous route of detection - Chris Birch's Starblazer Adventures, my Eureka moment for the New Commonality Era.  In a three week period roughly around the end of November, Mindjammer was born!  ;)

So, I've spent the last 3 months writing and playtesting furiously.  (Well, not *actually* furiously, but you get the... um... anyway...)  And now I'm about 2-3 weeks off having the first complete playtest draft - and I'm well excited!  :D  There's a website in the offing, and hopefully a couple of imminent freebies, and some cool maps and Starblazer-style artwork in the pipe - all good stuff!

My other writing has taken a bit of a back seat this month.  I'm putting in about a quarter of my time on the Starblazer Fantasy game, which I'm helping write and doing my project-managementy bit on, which is an absolute blast and should be a *really cool* game, but things like Chronicles of Future Earth are currently in limbo waiting for the Nameless W, who's editing it, to get back on his feet again.  Get well soon, William!  Oh - and publish my book!  ;)   In any case the rumour mill has told me artwork has been commissioned for Chronicles, so there is movement in a generally forwards direction!  The short stories I believe are well underway, both for Tales Out of Miskatonic University and R'Lyeh Rising, although the occult thriller piece is a bit stalled right now.  I've also been thinking of trying my hand at a Mindjammer piece - quite a different structure from the way I normally write, so it might be interesting to have a bash at.

That's it for now.

*****

2/28/09 10:35 pm - Smallholding at the Edge of Forever

 Well, February slipped by almost unnoticed...  It was all going well for the first ten days - plodding through, feeling time trickling past nice and slow.  Then - cue the eleventh of Feb, and WHOOSH! suddenly it's March.  Wha - ?

Yup, I got busy.  Actually really enjoying it.  Writing in January was a bit like the rest of the northern hemisphere - a little slow, blinking myopically in the half-light of midwinter, tending to huddle by the hearth muttering cheerful prayers before the fire.  Then, the sap began to rise...  OK, maybe not the best metaphor, there, but you get the idea...

So, I'm writing.  Actually I've shelved the fiction piece for now - I got a pretty good draft of the first chapter and semi-roughs of chapters two and three, but it was hard work - I was constantly getting dragged in my mind off to scifi setting land.  So I gave up the fight, packed a kit bag, and hauled ass to the nearest starport, and here I am.  Writing furiously.  I have a big setting underway, with one pre-release scenario and promo doc basically finished, and 60-70K words of setting, background, and scenario to finish in playtest draft by the end of March.  It's proving really good fun.  This was the idea I had last summer, based on something I'd been thinking of for a good year or more beforehand, but I'd had trouble finding the right ruleset.

So, the flood-gates are open at the moment, and it's turning into a very far future setting indeed, with some true science fiction strangeness, which I luurve - you know when you push a paradigm to breaking point, it breaks, and then - urk!  *THAT* wasn't what I expected!  Well, that's happening all the time ;-).  I've got a trilogy of scenarios mini-campaign in the core book, with outlines of a further 3 campaigns and 4 support books (of various types), so if I get the thumbs-up I'll just keep cracking on.  Hopefully we'll get this announced soon and I can stop being cryptic ;-)

What else?  Well, I'm also helping out on a fantasy roleplaying ruleset, which will again hopefully be announced shortly.  That's proving a blast - looking at the conventions of FRP gaming and looking at how the modern RPG philosophy can work with them.  Maybe I'm finally going to get to play all those D&D modules in boxes in the attic - but with cool new rules.  Shiny!

What else?  Well, the Slavelands post-apoc campaign keeps lurching into my mind, and I keep tinkering with it.  It's a cool, crinkly, crunchy background with some great characters, but since the initial "Escape from the Slavelands" scenario, it's currently a bit orphaned looking for a campaign story arc.  Ah well - give it time.

Lastly, Chronicles has been in limbo of late, due to unforeseen circumstances beyond my control, but I've recently had confirmation that things are lumbering forwards, however slowly.  It's not a moment too late as I've been despairing of it ever seeing the light of day recently... :eek:

That's it.  The farm is exploding as usual this time of year - sheep, lambs and chickens everywhere (no pigs this year though).  The Brown Dirt Cowboy has heroically leapt in to staunch the breach and let me alone scribbling, which is exceedingly cool.  He comes in around noon every day and drags me out into the fields and throws a few sticks for me to fetch.  It's the only way I get any exercise...  Woof...

Beyond that - well, the world as we know it continues to vanish up its own arse with a dreadful schlupping sound, and we're just here with everybody else watching the show.  Isn't there a bit where a rock band dives a spaceship into the sun coming up any minute?

TTFN!

Sarah

*

1/27/09 09:12 pm - "The Beloved Dead" in Chaosium's "Bride of Halloween Horror" monograph

I'm well chuffed to announce my scenario "The Beloved Dead" is now available in Chaosium's "Bride of Halloween Horror" monograph, currently in PDF from the Chaosium website and shortly (February) available in hardcopy too. It's one of nine BRP and Call of Cthulhu scenarios which make up the monograph, and marks the first Chronicles of Future Earth piece to be officially "out there" - ironically before the Chronicles core book is out! All being well that situation will be resolved shortly - I'm just chuffed that the first Chronicles piece is now available for reading and play, and hope it'll be followed by others shortly!

Here's the blurb:

"Autumn is the time of Belomas, the Festival of the Dead, when the veil between the worlds is thinnest and prayers to ancestors easiest made. The Festival takes place over the nights of the four Sayibdis (Saturdays) of the month of Galom, and each Sayibdi evening families get together to enjoy each other’s company and remember the dead. Pumpkin cakes are left in the Ancestors’ Niche in every house, and children tie black and orange ribbons to the doors of their houses and put candles in the windows so their dead ancestors can easily find their way home. It is a quiet time after the harvest before the first snows of winter arrive.

This year the tiny fishing village of Mormouth sits uneasy at Belomas, the quiet good cheer of previous years replaced by fear of strangers and the dark. Since the start of the Festival three villagers have died in horrible circumstances, their bodies found in the early morning drenched in water and lakeweed, their lungs filled with water, a look of stark terror on their faces.


 
Tie a ribbon to the door
And light a candle in the glass
For all the dead that died before
Are coming home this Belomas
- Children’s rhyme, Korudav Province"


*****

1/17/09 05:35 pm - (Mind-) Jammin'

 New Year's over and the evenings are starting to feel a little longer.  Today was the first warm day of the year, time to take a tour of the smallholding and check on the fences, animals, trees, winter damage done, and start some tidy-up chores before the work of the spring begins.  It's a good time of year - still like a tightly-coiled spring, everything waiting, under starter's orders - a quiet sense of anticipation for the burst of energy to come.

It's good for the writing, too.  I've got three "projects" underway at the moment, all in various stages of completion.  My writeup of my "New Commonality Era" far future space opera campaign using the Starblazer Adventures rules continues apace, and is cracking good fun.  Playing has been a bit delayed, largely because during the past two sessions we've been having such a cool time making characters!  All being well in the next ten days, though, we'll sit down for our first "proper" session.  Looking forwards to it very much indeed - Starblazer is still feeling like a very cool system.

On the Chronicles side, my "mini-campaign" supplement "Vales of Yala" managed to sink to priority 3 in early December, partly cos of the huge injection of enthusiasm for Starblazer, and partly cos of a nasty bug in Campaign Cartographer 3 which kept causing my City Designer 3 maps to refuse to save into PNGs, etc.  I rummaged a couple of nasty workarounds using print screen, but basically it was such a pain in the arse I left off the maps and did something else instead.  Vales of Yala is pretty much in first playtest draft stage barring the maps, so when I feel up to it I'll re-gird my loins and fire up CC3 and see if the bug is still there.  With the vagaries of Windows Vista, it wouldn't surprise me at all if it hadn't got mysteriously "better" in the intervening space...

Fiction writing is going good.  I spent most of last year researching an occult thriller I've been toying with for a couple of years, and this past month I finally got round to putting pen to paper.  I'm structuring it as a "novel in short stories", which is a first for me but was inspired by William Jones' "The Strange Tales of Rudolph Pearson" - it's a trick to string ten or so short stories into a coherent narrative whilst maintaining an interesting and compelling structure, but I really fancied having a go and the current plot I've got figured out lends it to that structure perfectly.  Also - and again as a structural exercise - I'm writing each short story separately, ie finishing off one before proceeding to the next, almost as if the stories are being serialised.  I've never done this before either, but it'll be interesting if I feel compelled to go back and change previously finished stories (which I'm trying not to do), or whether I can use the structural restriction to kick off some cool narrative episodes.  Only time will tell - I'm hoping to do one story a month for eight months, but realistically I'll be very happy if the whole thing is finished by year end!

Lastly, I've been going to a "writers' workshop" here in Normandy for the past few months, which is proving a real cool thing.  I'd been in need of some external, non-games-related stimulation for a while on the writing front, and there are precious few writers out here in the boondocks, either French or English or whatever, so happening upon this particular group was great.  It's a mixed bag of variously insane and eccentric wordsmiths, and as ever a totally cool way of holding a mirror up to one's own writing whilst getting covered in heaps of outside influences you'd never necessarily winkle out on your own.  I'm hoping they'll be able to act as a sounding board for the occult thriller thing too.

That's it for now.  Compared to this time last year, my writing calendar is full, and the planting season is still a couple of months away - so I'd better get scribbling!

*****

12/10/08 09:39 am - Starblazer beats the hype


I haven't been quite as excited about a set of RPG rules since... well, since the first arrival of Hero Wars, nearly a decade ago.  Starblazer, the Fate system brushed up for rollicking good space opera action, is gradually emerging from a year of speculation to hopefully change the world of SF RPG for good.  Having got my hands finally on a PDF copy just under a week ago, I'm frothing at the mouth ready to play this game with my long-gestated homebrew setting, the New Commonality Era.

Starblazer isn't like any other scifi ruleset I've seen.  There are no rules for how much your ammunition clip costs, or how much it weighs; no rules for how many cubic meters your cargo bay should be, or the wattage of your laser.  No gearhead stuff, no technical specification minutiae and pages of gravity calculation tables which Many Other SF RPGs so proudly display.

So what else is there in 600+ (!) pages of content?  A whole, complete, scifi game, that's what.  It's complete, as is, and arguably more complete than any other SF game: not only do you get characters, worlds, starships, and critters, but you also get rules for playing organizations, empires, humongous space beasts, giant robots, and piles more.  In one book.  A book that could kill someone if dropped from a first floor window, admittedly, but still one book.

I love it to bits.  And that's just the PDF.  It can do MY SETTING!  (YAY!)  Given that my setting is 1: extremely weirded out and 2: extremely far future, that's saying something.  I may have to expand on the Organization Rules slightly, but that's all; I've already been converting my current planetary and starship writeups to the Starblazer system and grinning at the devilishness which the Aspects system brings out in me.  Heh-heh-heh...

Most of all, and the main reason why 600+ pages actually is less of a trawl than, say, the 4e Players Handbook, is that the unified Fate system of Skills, Stunts, and Aspects is used across the board for every "game entity", be it a character, a planet, a starship, or an Empire.  It may feel kinda weird to be enumerating a planet's "Skills" or a starship's "Stunts", but the unified terminology generates piles of synergies and means you learn one single resolution system, and then get creative with it in different contexts.  Lovely - and much easier on the brain.  I get the feeling that even the 600+ page rulesbook will be little referred to once you've played a few sessions - the rules are that intuitive.

So what's missing?  Well, this is what will IMHO split the SF RPG community down the middle.  It's the gearhead stuff.  There really isn't any.  Sure, there are groovy starships, nasty rayguns, enormous spacestations, evil robots, etc: but there is *no* pseudo-scientific gobbledigook provided to explain it all away.  How do FTL drives work?  How long does it take to travel 29.6 Light Years?  What's the exact atmospheric composition of that unbreathable atmosphere?  Starblazer is refreshingly honest about this: for games rules purposes, none of the answers to the above questions actually MATTER.  Quite remarkably, for a book that size, there is very little "chrome".

Now this will upset some people.  However, IMHO, it shouldn't.  If one thing argued Traveller (for example) into a corner, it was its obsession with pseudo-scientific rationalization from day one.  It told you how big a computer was, and how much it could remember; it provided exact restrictions on how jump drive worked; and before you knew it, the OTU was inherent in the rules, and increasingly difficult to disentangle from future products.  More than anything, it got outstripped by current technology advances ridiculously quickly, especially the computer rules, to the extent that the OTU ends up dated as "the Seventies in Space", with no nanotech, no biotech, and computers the size of refrigerators with 64K of memory... (I exaggerate, but you get the point...)  Starblazer stays clear of trying to PHD the scientific descriptions - second-guessing the future is a pretty futile task at best - and as a core rulesbook is a complete playable game out of the box.  But it's also a toolkit for gaming in your own setting of choice.  Yes, you can play in the OTU using Starblazer; you can also play in the Star Trek Federation or the Star Wars galaxy with no real work other than speccing out your ships, planets, and organizations. 

What interests me next is the sort of supplements Starblazer is going to spawn.  It's very possible to please a heckuva lot of people here.  I would suggest two types of supplement will do the trick: first, a pile of scenarios in "generic" Starblazer style, ie with plenty of fun and action and about the same level of chrome (ie not much) as the rules; second, some settings books, with presentations of setting-based chrome contextualising the Starblazer rules.  So, for example, a "Star Trek Setting" book (assuming such were ever possible! :-D) would provide organization sheets for the Klingons, Romulans, Vulcans, Federation, etc, starship sheets for the Enterprise, etc, *and* it would explain that FTL is "Warp Drive", offer examples on how it works, provide descriptions of matter transport and replicators, phasers, etc, tying them all into the Starblazer core rules.  And then, on the other hand, a "Against the Dark Empire" scenario book would provide a suite of scenarios which were playable out of the box, but which could also be easily used in any setting the Story Teller was using Starblazer for.

As a development of the above, too: Starblazer isn't anti-gearhead per se, it's just that the core rulesbook doesn't go mad about it.  A "Star Trek Setting" could easily produce as much gearhead material as it wanted, if the setting demanded it, without upsetting the Starblazer rules.  I'll be very interested to see if we get fan-created weapons lists with weights, costs, and ammo capacity, appearing shortly; wouldn't surprise me at all.

Such is my two-penn'orth, anyway...

Right - back to reading, and writing up those planets and organizations!  Kudos to the Cubicle7 guys for producing a cracking, exciting, science-fiction game!

*****  

 

11/29/08 05:59 pm - Looking up from the keyboard, I see our orbit has advanced...

Well, dang, that's another month flashed by...  Tons of reading and research for my next fiction writing project, due to start as soon as next month, and pretty much finished with the first playtest draft of what may be the next Chronicles book, "Vales of Yala", which has been great fun in a kind of ERB / Dreamlands LSD kinda way.  Looking forwards to playtesting it.  At the moment bogged down with trimming the maps up in CC3 - I've had all kinds of merry hell breaking loose when trying to use CC3 on Vista, but the good folks at Profantasy seem keen to fix things as soon as they find them, so I'm hopeful.  Doesn't half kick your schedules into a cocked hat, though.

I've also been getting pretty darn excited about Starblazer Adventures.  I bought Spirit of the Century about two-three weeks back, looking for something crunchier (and a bit less arbitrary, to be honest) than HeroQuest, and was favorably impressed.  I'm looking for some decent rules to play about with some of the madder aspects of the Very Far Future scifi setting I've been working on; SotC threw a few ideas my way, but last week I found out about Starblazer (actually, I think I first read about it last summer, but it didn't really register then).  I've preordered and am waiting on the PDF right now, but reckon I'll be using SBA to play the scifi setting (let's call it the New Commonality Era for now - I have a much jazzier title, but that's under wraps at the mo), at least for the first few sessions.

I've been wanting to write a decent sf setting for a while - something which was more than Del Boy in Space, or the 1970s in Space - and have been brewing this up for a while.  I'm hoping it'll occasionally blow my mind, and those of my players - as good SF is supposed to!  We'll see - but roll on Starblazer!

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10/23/08 11:47 pm - Lovecraftian short story "The Apprentice" to be published by Mythos Books


I'm absolutely thrilled that one of my short stories, a Lovecraftian piece entitled "The Apprentice", is to be published in the upcoming "Tales Out of Miskatonic University" by Mythos Books.  It was my first attempt to write in a Lovecraftian style, with a few of my own twists in the tail, and was an absolute blast.  The anthology is edited by William Jones, with cover art (see right) by Steven Gilberts.  It's currently due for release later in the year.
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10/6/08 04:28 pm - Time for the up-beat


Well, whilst the economy (and therefore our society) As We Know It seems in the process of disappearing rapidly up its own backside in a flurry of panic and recriminations (or, as William Burroughs would have it, "with a dreaful schlupping sound"), I took a moment to think of the last time this happened - the 1930s.  Time when Lovecraft, Clarke Ashton Smith, R.E.Howard, etc, were all writing, when the pulps were king.

If there's a truism to be offered about economic depressions, it's that people look for escapism as never before.  As life becomes ever more nitty and gritty, people look for wild flights of fancy, stories which take them out of themselves and into worlds of heroism, magnificence, and wonder.  And of hope.

What does this mean for fantasy (etc) writers?  Probably this: think up-beat; think mind-blowing; think heroic last stands against impossible odds; think riders at the gates of dawn who take no prisoners.  People are going to want larger-than-life characters who take on the bad guys, and beat them (likely at terrible cost) to Save Us All.  The fin-de-siecle naval-gazing angst of cyberpunk and laaaaarrrrrddd-knows-how-many emo vampires may well be about to become a major turn-off.

Exit nox - intrat lux.  Time for a new generation of pulp superheroes?
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10/4/08 11:19 am - Looking towards the winter season...

Haven't posted in a month or so - seems like this is a busy season for everyone.  Just finished a Chronicles scenario for the Chaosium Halloween scenario comp, and am lining up work for the winter whilst clearing up chores here "down on the farm".  We've animals to slaughter, crops to bring in, food to process, wood to chop and stack, the usual shenanigans, plus a quick hospital stay for the Brown Dirt Cowboy for a hernia op in a couple of weeks which leaves Yours Truly doing the heavy work for the rest of the year... Our plan to Tune In and Drop Out continues apace...  :D 

Writing-wise, I've found the entire experience of writing to a specification to be very educational and productive over the past few months, and am structuring my writing for the rest of the year on the same basis.  I'm doing some research for a longer fiction piece, with a view to starting proper writing on it sometime late November / early December if I can get some high-level interest / go-ahead; also I'm working on a couple of Chronicles follow-ups, a scenario pack and campaign sourcebook, both of which are turning out v. fun to write.  Finally I have a longer-term proposal I'm tinkering with - it's a part-collaboration, so we'll see what comes of it, although I'm fired up with the concepts.

Reading-wise, I'm still making my way through the Horror classics, including Arthur Machen, M. R. James, Blackwood, et al, plus doing a LOT of history (and speculative history) reading in and around the 20th century.  I also still have my longer-term reading list of homo sapiens history / prehistory (c. 100000 BP to 5000BP), currently 2 large doorstop-sized books to go, and some updating of my astrophysics reading to do (currently stuck c1996!).

Last year I made the mistake of not starting on my winter work plan early enough - to the extent that it was more or less April by the time the work started building.  This time I'm starting plenty early enough to tide myself over the "quiet" season here on the farm... :D

We'll see!
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