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Month: December 2021

Review: The Shivering Ground & Other Stories, by Sara Barkat

Review: The Shivering Ground & Other Stories, by Sara Barkat

The Shivering Ground & Other Stories by Sara Barkat

Overall Rating: ***** (5 stars)

The Shivering Ground & Other Stories is a collection of eleven short stories, combining science fiction with an almost Victorian sensibility and prose style.

A woman has her heart surgically removed to better survive the demands of her society. Ordinary people are caught up in irreversible climate change. A prison guard watches over the last prisoner from a war that ended long before. Two lovers living in alternate universes carry on a doomed affair through letters. These are some of the worlds explored in this unique collection.

The stories are independent, although they share some common features. Many of them seem to be set in steampunkish universes, with dreary industrial districts, airships in the skies, a sense that humanity struggles to thrive in the world it has built for itself. Several stories focus on the details of ordinary life in the shadow of massive disaster: war, ecological collapse, or the fall of civilization.

The prose style here is immaculate – I caught a couple of places where line formatting seemed to go awry, but copy- and line-editing were otherwise superb. Her style reminds me of some Victorian fiction: dense, with a broad vocabulary carefully deployed, often focused on fine descriptive detail. Sara Barkat is painting word-pictures, and she does it with considerable skill. Another reviewer likens the result to Emily Dickinson, and it’s not a bad comparison.

The reader will find most of these stories mysterious; each one contains a mystery, a puzzle that the reader may not be able to solve before the story closes. If you find yourself asking “what’s really going on here” right up to the last word, then the story is probably hitting its objective. Some of the pieces are barely stories at all, in the sense that they don’t seem to have much plot – they’re portraits, windows into universes that are not quite like our own.

I very much enjoyed The Shivering Ground, and I’m going to be looking for more from Sara Barkat. Very highly recommended if you enjoy evocative science-fiction stories in a distinctive style.

Human Destiny: the Skill List

Human Destiny: the Skill List

I’ve been working on a Cepheus Engine kitbash for my Human Destiny setting bible and game.

One thing that became obvious fairly quickly is that the usual skill sets for Cepheus Engine, as derived from Traveller, may not work well in this setting. The typical premise in the older games is a band of misfit characters trying to make a living through some combination of troubleshooting, mercenary work, or tramp-freighter trade. Those are a lot less likely in Human Destiny stories, which are more likely to be heavily social-interaction-oriented in the context of post-scarcity economics and a fairly strong interstellar state. Think Star Trek or the Culture, rather than Firefly or The Expanse.

So here’s the tentative skill set for the new game. I anticipate task and conflict mechanics to work in a standard manner for Cepheus Engine, but this is distinct enough from the SRD that the game will certainly be presented as “An Alternate Cepheus Engine Universe.”

Incidentally, I spent a lot of time reviewing other science-fiction games in my library to remind myself how this was done elsewhere. It’s actually rather amusing how many games, published across four decades of time, have taken very similar approaches to this problem . . .


Tentative Skill List

Artistic Skills

  • Fine Arts (Specializes to Architecture, Body Art, Calligraphy, Drawing, Interior Decorating, Musical Composition, Photography, Poetry, Pottery, Sculpting, Video Production, Virtual Production, Woodworking, or Writing)
  • Handicrafts (Specializes to Basket Weaving, Brewing, Blacksmith, Bookbinding, Carpentry, Cooking, Gardening, Glassblowing, Jeweler, Leatherworking, Masonry, Needlework, Sewing, Winemaking, or Woodworking)
  • Performing Arts (Specializes to Acting, Dancing, Singing, or a specific musical instrument)

Athletic Skills

  • Athletics
  • Free Fall
  • Observation
  • Riding
  • Sports (Specializes to a specific sport)
  • Stealth
  • Unarmed Combat

Interpersonal Skills

  • Carousing
  • Debate
  • Deception
  • Diplomacy
  • Games (Specializes to Gambler, Virtual Gamer, or a specific game)
  • Instruction
  • Interrogation
  • Leadership
  • Negotiation
  • Personal Service
  • Persuasion
  • Public Speaking

Operations Skills

  • Battle Dress
  • Demolitions
  • System Operations (Specializes to Comms, Computers, Security, Sensors, or Telepresence)
  • Vacc Suit

Outdoor Skills

  • Animal Handling
  • Navigation
  • Survival
  • Tracking

Professional Skills

  • Admin
  • Broker
  • Forensics
  • Law
  • Medicine
  • Memetics
  • Politics
  • Profession (Specializes to a specific career)
  • Protocol
  • Strategy
  • Streetwise
  • Tactics

Scientific Skills

  • Research
  • Science (Specializes to Anthropology, Archaeology, Astronomy, Biology, Chemistry, Ecology, Economics, Geology, History, Linguistics, Literature, Mathematics, Metallurgy, Meteorology, Paleontology, Philosophy, Physics, Physiology, Planetology, Political Science, Psychology, Sociology, Theology, or Xenology)

Starship Skills

  • Astrogation
  • Engineering (Specializes to Drive, Life Support, or Power Plant)
  • Gunnery (Specializes to Bay Weapon, Orbital Bombardment, Spinal Mount Weapon, or Turret Weapon)
  • Pilot

Technical Skills

  • Civil Engineering
  • Construction
  • Cybernetics
  • Electronics
  • Gravitics
  • Mechanics

Vehicle Skills

  • Air Vehicles (Specializes to Airship, Grav Aircraft, Rotor Aircraft, or Winged Aircraft)
  • Ground Vehicles (Specializes to Cycle, Hovercraft, Tracked Vehicle, or Wheeled Vehicle)
  • Water Vehicles (Specializes to Motor Ship, Sailing Ship, Small Craft, or Submarine)

Weapon Skills

  • Guns (Specializes to Archaic Guns, Energy Guns, Gravitic Guns, and Stun Guns)
  • Heavy Weapons
  • Melee Weapons (Specializes to Fencing Weapons, Impact Weapons, Knives, Staves, or Swords)
  • Missile Weapons (Specializes to Bows or Crossbows)

Current status of the project: I had vaguely hoped to have a new partial rough draft for my patrons by the end of December, with the character rules more or less finished, but designing this list took a lot longer than I expected.

I’ll have my formal “planning for January” blog post in a few days, but I suspect my main efforts for next month will involve finishing this game-design task so I can push a version 0.4 draft to my patrons, and possibly writing a new Human Destiny novelette. A murder mystery, oddly enough, although murders are vanishingly rare in the Human Destiny setting . . .

Rethinking the Human Destiny Setting Bible

Rethinking the Human Destiny Setting Bible

One of my ongoing projects is to create a combination “setting bible” and tabletop RPG sourcebook for the Human Destiny setting. The idea is to codify the setting for myself, and also to make a little money while cross-marketing it to gamers.

The problem all along has been to find the right vehicle – that is, the right game system – for the RPG side of the project. There’s a continuum of potential options here.

At one end of the spectrum, I could design my own game system from scratch. I’ve done a little work in this direction, producing the fragmentary EIDOLON game system. The advantage there is that I would have creative freedom, and could avoid infringing on anyone else’s intellectual property. The drawback is that yet another original game system, one that doesn’t have any external support, acts as a barrier to potential players.

At the other end of the spectrum, I could license an existing and well-known game system and produce an independently published sourcebook for that. GURPS would be an obvious choice, given my publication history, but I’ve also considered a few other systems. For most of the past year, I’ve leaned toward Cortex Prime as a good choice, on the assumption that Fandom’s eventual licensing schemes would be congenial. In general, the advantage of working with an existing game system is that the finished product would be familiar to many potential players, and would have significant ancillary support.

The drawback of using an existing system – and this is a big one – is that most of the best choices have fairly restrictive licensing schemes. I’m a one-man creative operation with a fairly low tolerance for risk. I’m just not interested in a plan that would require me to hire a development staff and try to crowd-fund with a budget of tens or hundreds of thousands of dollars. That’s why I’ve never seriously considered trying to get a GURPS license, for example. I know people have made a good go of that, but it’s not within my reach.

Recently the folks at Fandom announced their upcoming non-commercial and commercial licenses for Cortex Prime. I can’t speak to how other Cortex fans have reacted to that announcement. From my own perspective only, it looks as if what I would want to do with the system falls between two stools. Non-commercial license means no money at all. Commercial license looks as if it would informally require the development-staff-and-crowdfunding avenue.

Back to the drawing board. Fortunately, there’s another “sweet spot” on that continuum I mentioned earlier. That involves working with a system that’s covered under the Open Game License (OGL).

The OGL is a legal framework which was first established by Wizards of the Coast back in 2000, originally covering the “3.5 edition” of Dungeons & Dragons. Since then, a lot of indie publishers have produced material for a variety of game systems under the OGL.

Working under the OGL, you can use any game mechanics that a publisher has placed under the “Open Content” category, adding your own tweaks to the mechanics and your own new rules systems, and publish the result. There are some legal requirements – you have to include a copy of the OGL in your book, and you can’t expressly claim that your product is associated with the original game. Those aren’t onerous requirements, and they don’t push a project into the staff-and-crowdfunding zone. Plenty of one-man or small-team projects have succeeded under the OGL.

Meanwhile, under the OGL you can also designate your own intellectual property – information about a setting, most often – as “Product Identity” which is still protected by copyright. Which is exactly what I would want to do for game material based on any of my created settings or published fiction.

Right now I’m specifically looking at the fact that the popular SF game Traveller has at least one edition published under the OGL. There’s also a Traveller emulation under its own OGL structure, published as the Cepheus Engine RPG. There’s a whole cottage industry of indie publishers producing material under the Cepheus Engine banner, and some of that material is moving out into a variety of genres. There are Cepheus Engine-based games for hard-SF, swords & sorcery, Old West, and other settings.

The Human Destiny setting isn’t all that Traveller-like in some respects, but I suspect it wouldn’t be all that difficult to produce a Cepheus Engine hack that would do a good job of it. I might even be able to bring in some mechanics from EIDOLON – the two systems aren’t radically different and might hybridize well.

So that’s the current plan for the Human Destiny sourcebook: to rework it as a Cepheus Engine hack and start moving toward independent publication under the OGL. First step in the plan is to start working on the character design rules. I hope to have at least a partial draft of those available as a free release for my patrons by the end of December.

Planning for December 2021

Planning for December 2021

I think I may have diagnosed the long-period creative slump I was in for most of the fall.

About mid-November, I summarily ejected an unproductive activity that had been taking up some time every day since the height of the pandemic: playing one or another MMO online. Back when I was on extended medical leave, working from home if at all, spending an hour or two a day gaming wasn’t an issue. Once I was back in the office full-time, and especially given that my workload there has stepped up a bit since the summer, it was crowding out time and energy that could have been spent on creative work. One day I decided to shut the most recent game down cold turkey – gave away all my in-game assets, closed out my account – and almost the very next day I found myself getting unblocked. We often don’t realize what’s damming the creative flow until we find the problem and patch it.

So November was yet another month with no big milestones and no major releases, but December is already looking like a big improvement. I have a Human Destiny novelette that’s well on its way to completion in first draft, and I’m making good progress on a new section of the setting bible for that universe.

So, without further ado, here’s the outline for the month of December.

  • Top Priority (“this is how I’ll judge whether the month has been successful”)
    • Human Destiny: Finish the new novelette “Roanoke” for eventual collection and publication.
    • Human Destiny: Research and produce a timeline for the terraforming of Mars in this universe.
    • Human Destiny: Produce a high-level map of terraformed Mars for the Cortex Prime sourcebook and setting bible.
    • Human Destiny: Write a few thousand more words of the Cortex Prime sourcebook and setting bible.
  • Second Priority (“work on this as time permits”):
    • Krava’s Legend: Write a few new chapters of The Sunlit Lands.
    • Architect of Worlds: Start work on a section describing the structure of the galaxy and of interstellar space, and providing guidelines on how to make maps for interstellar settings.
    • Architect of Worlds: Start work on a section of special cases and additional worldbuilding material that doesn’t fit into the design sequence.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
  • Back Burner (“work on this only if everything else gets blocked”):
    • Architect of Worlds: Return to improvement and polishing of the Introduction and Design Sequence document, leading to a new minor-version release. This work may involve updating all of the worked examples, and making mathematical notation more consistent.
    • Krava’s Legend: Write the second short story for the “reader magnet” collection.
    • Scorpius Reach: Start work on a third edition of the Game of Empire rules for Traveller.

Clearly the Human Destiny material is going to get the lion’s share of my attention this month. I should be able to finish “Roanoke” within another week or so, and that’s likely to be at least 10,000 words of new material all by itself. The setting bible is going to get a big chunk of new material as well.

Most likely, my patrons are going to get a final draft of “Roanoke” as a charged release this month, with the understanding that there’s also going to be a free update to the Human Destiny setting bible that incorporates a bunch of new material. We’ll see what else might make progress as well over the next few weeks.