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Author: Sharrukin

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.

Review: Those Left Behind, by N. C. Scrimgeour

Review: Those Left Behind, by N. C. Scrimgeour

Those Left Behind by N. C. Scrimgeour

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

Those Left Behind is a space-opera novel, the first in a planned trilogy.

The human world of New Pallas is on the brink of destruction due to internal strife, overpopulation, and environmental collapse. Its only hope lies in the hands of Alvera Renata, a revolutionary turned starship captain. She intends to command a state-of-the-art ship, the Ranger, on a desperate mission to find a new home for her people.

When Ranger flies through a “waystation” on the edge of the New Pallas system, Alvera and her crew find themselves amid a galaxy-wide civilization called the Coalition, governed by a loose alliance of humans and several other species. In theory, the Coalition could provide new homes for all New Pallas’s billions. In practice, the alliance has troubles of its own. Aggressive outsiders, the Idran-Var, threaten the peace. Even worse, there are signs that some completely unknown entity is preparing to attack the Coalition – a force which may have eradicated whole civilizations in the past.

At first, the Coalition cautiously welcomes Alvera’s mission. Then a shocking betrayal scatters her crew and threatens to end her mission before it can even begin.

The story that follows is told from multiple points of view: Alvera herself, the son of her worst enemy, a colonist girl with unusual skills, a deadly young woman who refuses to be a warrior, and a soldier who comes to suspect he is fighting the wrong war. As we follow these five characters, we get a tour of Coalition space and the sense of a terrible conflict that is about to begin.

Those Left Behind is very clearly the first novel in a series. This book sets up a complex, multi-threaded story, and it resolves very few of the conflicts it starts. Even so, the characters are clearly drawn and engaging, and I found myself compulsively turning pages to see what would happen to them next. I usually dislike ensemble stories told from multiple viewpoints, but N. C. Scrimgeour has the skill to make it work. Her prose style is very clean, too – I had a hard time finding any copy-editing or line-editing problems in the text. This is a very professional job.

If I had a concern about Those Left Behind, it’s that the setting and plot felt a little derivative. The author’s ad copy mentions that “fans of Mass Effect . . . will love this,” and she is not kidding in the slightest. If you’re acquainted with the Mass Effect universe, then a lot of elements of the setting and plot are going to feel familiar here. It’s not a matter of copying – the most I would say is that this story is strongly inspired by the world of the video game series. N. C. Scrimgeour has done a superb job of remixing and reworking familiar tropes, building a compelling story atop them.

All in all, I thoroughly enjoyed Those Left Behind, and I’m going to be watching for the next book in the series. Very highly recommended if you enjoy high-octane space opera in the vein of the Mass Effect games.

Status Report (28 November 2021)

Status Report (28 November 2021)

Well, we’re coming down to the end of the month of November, and I’m sorry to report that the honey and the biscuits are not coming out even. (Except at our Thanksgiving table, where we had a very fine feast.)

At the moment, new material adds up to about 9,000 words, most of it in the new Human Destiny story I’m working on. That’s looking as if it will come to novelette length before I’m finished with it. I also have one new chapter of The Sunlit Lands complete in first draft, and part of the next chapter. Nothing new on any other projects, alas.

In fact, that’s better than I managed in September or October, which tells me that I may have gotten the creative engine unstuck finally. It’s still not enough to reach my self-imposed threshold for a new release for my patrons. Therefore there will be no charged release for my patrons in November.

If I can keep up the current pace, however, a full release for my patrons seems very likely in December. More on that once I’ve got the decks cleared a bit and can plan for the coming month.

Status Report (20 November 2021)

Status Report (20 November 2021)

The day job has been taking up a lot of my time and energy over the past few weeks – there’s a great stack of work I need to get knocked out at the office before it turns into a ghost town over the holidays. Still, this weekend and the upcoming Thanksgiving holiday are promising plenty of time to get creative work done.

At the moment, I’m working to get a new Human Destiny short story put together. As with “Guanahani,” this story is set on the day when the Khedai Hegemony launches its overt invasion of Earth. In this case, the story is set on Mars, where a small outpost has been struggling to survive in isolation, ever since everything went to pot back on the home world. When the aliens arrive, they give the Martian colonists a fateful choice to make . . .

I’ve also been working on new chapters of The Sunlit Lands. That’s moving too slowly for my taste, but I may have two or three new chapters finished by the end of November.

At the moment, my plan for my patrons is to release those new chapters of The Sunlit Lands and the new short story as a charged release by the end of November. That’s conditional on the new material adding up to at least 12,000-15,000 words. I may also finish polishing up a minor version update of the Human Destiny sourcebook – that will be a free patron reward if I can get to a good milestone with it.

I’ve also been reviewing yet another creative project, something I worked on several years ago and then dropped. Another fantasy novel, in this case, but more strictly historical fantasy. It’s an alternate-timeline setting, in which Classical Greece ends up developing along very different lines than in our history. I find I actually have quite a lot of notes, and a very healthy opening already written for a novel. More about that if I decide to bring it up off the back burner.

I also owe the world at least one book review before the end of the month. A few good candidates in my TBR stack, so that shouldn’t be a problem.

Planning for November 2021

Planning for November 2021

I seem to be in a long-term slump when it comes to creative effort. For a couple of months now, progress has been slow and rather scattered on all of my outstanding projects – I’ve made some progress in several areas, but no one item has moved forward enough to generate a significant milestone. Neither have I generated any new content in a big enough block to justify issuing a charged release for my patrons. About the only real milestone I hit was to publish this month’s book review.

Hard to say what’s behind this. It’s probably some mix of needing to spend most of my creative spoons on my day job, getting distracted by day-to-day concerns, and some mild dysphoria that’s making it hard to focus. The upshot is that October, like September, was something of a wash.

Yet hope springs eternal, and part of my creative discipline involves at least taking stock and laying out a plan at the beginning of each month. So here’s the plan for November.

Not much change from last month, except that I think I’m going to move a new Human Destiny short story up on the priority list – I have a concept that seems to be pushing its way to the front of my mind. Also with respect to Human Destiny, I’ve been doing a lot of research and prep work to develop a timeline for the terraforming of Mars – I think several stories in that setting will eventually be tied to that piece of it. I might push that subproject forward this month.

  • Top Priority (“this is how I’ll judge whether the month has been successful”)
    • Krava’s Legend: Write a few new chapters of The Sunlit Lands.
    • Human Destiny: Research and produce a timeline for the terraforming of Mars in this universe.
    • Human Destiny: Write a new short story for eventual collection and publication.
  • Second Priority (“work on this as time permits”):
    • 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.
    • Human Destiny: Write a few thousand more words of the Cortex Prime sourcebook and setting bible.
    • 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.

If I can produce enough new prose between The Sunlit Lands and a Human Destiny story, that will likely be a charged release for my patrons this month. If some of the Second Priority material makes progress, I’ll likely post that to my blog and share it with my patrons for free as well. I also have a couple of good candidates for book reviews for the month of November.

Review: Dio in the Dark, by Rizwan Asad

Review: Dio in the Dark, by Rizwan Asad

Dio in the Dark by Rizwan Asad

Overall Rating: **** (4 stars)

Dio in the Dark is an urban-fantasy novella, centered on the lives of the Greek pantheon in the modern world.

The protagonist of this story is Dionysus, the god of wine and revelry, although in the modern day he prefers to be called simply “Dio” to blend in. Dio, and the other Olympians, live in present-day Toronto. They retain a few of their divine powers, but the modern world has moved on from their active worship, reducing them to shadows of their ancient selves. Zeus works as an eccentric sanitation worker, Apollo is a musician with a preference for fine electric guitars, and Dio spends most of his time at bars and clubs.

At the beginning of the story, Dio is at odds with Zeus, holding a long-standing grudge for the fate of his mortal mother Semele. Zeus, on the other hand, is concerned with a threat only he foresees, a so-called “Darkness” that he fears may be coming for the Olympians. Soon Zeus disappears, and Dio is left to solve a mystery. Where has Zeus gone? Who or what is the Darkness? Can the Olympians survive?

What follows is a clever urban-fantasy tale, well-informed by the details of Greek myth. I was very impressed by Rizwan Asad’s prose style; it’s very clean, with almost no copy-editing or line-editing problems that I could find. The story snaps, with plenty of truly audacious moments in the plot, and I found myself pulled along with ease.

About the only complaint I had was with respect to pacing. A major plot development comes in the middle of a time-skip that isn’t well demonstrated to the reader. There are also a few odd interquel chapters that are interesting, and that develop Dio’s character, but that seem to intrude into the plot. These are minor quibbles! By and large, the story is well written and tightly plotted.

I very much enjoyed Dio in the Dark, and I’m going to be looking out for more from this author. Highly recommended if you enjoy urban fantasy steeped in the intricacies of ancient Greek myth.

Game Design Prospectus: A “Silmarillion” LARP

Game Design Prospectus: A “Silmarillion” LARP

One piece of my game-design history that doesn’t get out much today is that I used to design LARPs (Live Action Role-Playing games) for local conventions. The idea is that with character packets and minimal rules, players move freely around a big room to interact, rather than sitting around a table with paper, pencil, and dice. Games like this tend to be big, negotiation-heavy political things, and you often need two or three GMs to make them work.

Probably my best work was a “first contact” LARP, set in the late 21st century, in which half the players represented human factions – nation-states and such – and the other half were all factions from a Galactic Empire that had just met humans. The result was a four-hour social furball, as alliances formed and shattered, and everyone did their best to scheme their way into an advantage given the rules I had designed for them. The game almost ran itself, and it was wonderful to watch.

Today that piece of my creative brain woke up with a vengeance, while I was listening to my audiobook of The Silmarillion in the car, as one does.

Working title: “The Fall of the Noldor.”

The game would be designed for about 20 players. It would start with each player handed their character packet and a cheap flashlight. Players find that they are to take the roles of children or grandchildren of Finwë – only Fëanor himself is played by a GM. After everyone has a chance to read over their material, the lights are turned out and the next few scenes are played out in complete darkness, to simulate the confusion after the death of the Two Trees.

The game properly begins with a GM walking in and calling the Noldor to a meeting before the king’s house in Tirion. Once the players gather around, probably using their flashlights to see, the GM delivers Fëanor’s speech, in which he kicks off the rebellion against the Valar and the exodus back to Middle-earth. He closes with the Oath of Fëanor.

The rest of the game follows the debates and conflicts that follow while Fëanor leads the Noldor to Middle-earth. Who will follow Fëanor in swearing his Oath? Will all the Noldor agree to follow him, or will some or all of them remain behind? Will they recognize him as king, or will they choose another descendant of Finwë to follow? Will they travel light, or try to bring some of their treasures? Will they negotiate with the Teleri for their ships, or will they try to take them by force? What happens when the Valar intervene? How will the Elves survive, marching thousands of miles in the dark wilderness? How will they make the crossing to Middle-earth? What will happen when Fëanor himself turns against the people he regards as insufficiently loyal?

There should be a web of cross-cutting loyalties and resentments among the characters. I’d want to distribute specific resources among them, so they have to share and trade in order to succeed – also, so there won’t be enough of anything for everyone to succeed. I’ll probably need mechanisms for each Elf-leader to gather and keep a following among the Noldor population, carry treasures or supplies, and meet natural challenges during the march. I’ll need a mechanism for combat against anyone who might try to stop the Noldor – or, if worst comes to worst, among the Noldor themselves.

Since a lot of players probably know the story already, I might need to throw a few curve-balls into the plot. Hmm.

. . . Well, I’ll probably never actually design this in full, and if I do I’ll probably never get the chance to run it. Still, it’s a neat thought-exercise. Besides, any excuse to recite some of the speeches from The Silmarillion is welcome! Tolkien had a gift for dramatic dialogue.

Planning for October 2021

Planning for October 2021

Well, September didn’t go according to plan on any level, but I did manage to get a few creative tasks done:

  • I produced a new minor update for the main portion of Architect of Worlds, and shared that with my patrons as a free update.
  • I finished revising “In the House of War” and published it through Amazon and a number of other outlets. The workflow for that involved the Draft2Digital service, which worked out rather nicely – I think that will be the default for future fiction releases.
  • I published a book review.

Reviewing all of the open projects, I think I’m most concerned to get some new fiction written. Second Dawn has been hanging fire at six chapters since the Kindle Vella service went live. Even worse, it’s been over a year now since The Curse of Steel was released, and I’m no closer to having the sequel finished than I was in the spring. Time to start cranking out some chapters for one or both of those!

So here’s the plan for the month of October:

  • Top Priority (“this is how I’ll judge whether the month has been successful”):
    • Krava’s Legend: Write a few new chapters of The Sunlit Lands.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
  • Second Priority (“work on this as time permits”):
    • 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.
    • Human Destiny: Write a few thousand more words of the Cortex Prime sourcebook and setting bible.
    • Human Destiny: Write a new short story for eventual collection and publication.
    • Krava’s Legend: More research toward improvements to my release-and-marketing workflow.
  • 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.

Ideally, I’ll produce at least six chapters each of The Sunlit Lands and Second Dawn, that can be this month’s charged release for my patrons, and I’ll be able to polish and publish the Second Dawn chapters next month. If any of the Architect of Worlds documents or the Human Destiny setting bible make enough progress, those will turn into free updates. As always, I’ll want to complete one or two book reviews for self-published or indie fiction this month.

Watch this space for status reports, and if any of the above interests you, please consider signing up as a patron using the link in the sidebar.

Review: The Chains of Ares, by Frank Schildiner

Review: The Chains of Ares, by Frank Schildiner

The Chains of Ares by Frank Schildiner

Overall Rating: **** (4 stars)

The Chains of Ares is a collection of four short stories, all set in the time of the late Roman Republic, involving action-filled adventure and supernatural horror.

Marcus Fabius Maximus is a member of the Roman aristocracy, descended from a very old patrician family. He is the son-in-law of the Dictator, Lucius Cornelius Sulla, who appointed him to the position of rex sacrorum or “sacred king.” That isn’t just a political appointment. As one of the Republic’s foremost priests, Marcus is an expert on religious ritual and on the supernatural, and he is often sent to deal with paranormal threats to the growing Roman empire. He is accompanied on his missions by Kara Fabia, a formidable female warrior who was once a gladiator and now serves as his bodyguard.

Marcus and Kara are close friends and partners who (rather refreshingly) have no romantic interest in each another. They’re also far from a clichéd “brains and brawn” pair. Just as Marcus can handle himself in a scrap, Kara is by no means dumb muscle. The dynamic between these two characters is one of the most attractive elements of these stories.

Each of the stories in this collection involves one of Marcus and Kara’s missions, against ghosts, bizarre cults, or monsters out of ancient myth. The stories often involve puzzles that Marcus and Kara must solve, along with plenty of bloody action scenes. Each story is well embedded in the historical setting; I caught a couple of stumbles in the research, but by and large Mr. Schildiner has done his homework with careful attention to detail. If you’re familiar with the work of Robert Howard or H. P. Lovecraft, you may recognize some of the “ancient lore” that Marcus deals with.

The biggest weakness of The Chains of Ares is in its prose mechanics. The draft badly needs a copy-editor, with grammatical errors and odd word choices scattered throughout. It’s a testament to the fast pace, interesting characters, and clever world-building in these stories that I wasn’t pulled out of the narrative.

I quite enjoyed The Chains of Ares, and I found myself wishing for more about these characters and their world. Highly recommended if you enjoy pulp-style adventure, with intriguing characters and plenty of action, set in ancient times.