The past two weeks have been just about a wash for my creative work. A task at my day job pushed aside just about everything else for about a week and a half. Then, just as that was winding up, I took a nasty fall outside my house and got rather banged up. Nothing was broken and I didn’t need a trip to the hospital, thank goodness, but I collected a fair number of gouges, scrapes, and bruises. I’ve been in a fair amount of discomfort for several days. Kind of hard to focus on creative work, especially since my dominant hand is one of the parts that are stiff and sore. At this point, I’m not likely to hit some of the creative milestones I had in mind for this month.
Not all the news is bad, to be sure. I’d like to praise a couple of my readers, Brett Evill and K. Nakamura, for their work “playtesting” and providing feedback on the current Architect of Worlds draft. The two of them have been going through the current sequence with a fine-toothed comb, and they’ve already found a number of things that could stand to be fixed or improved. I plan to get back to that project in February and will probably be releasing a new minor version to my patrons fairly soon.
Another piece of the Architect of Worlds project will involve writing some material on how to use real-world astronomical data with the design sequence. If you want to build a realistic “solar neighborhood” for your SF setting, incorporating what we know about the stars and exoplanets around us, how do you go about that? I’ll probably at least start working on that next month too.
Meanwhile, since I had more than enough hours on the books at my day job, I’m taking the rest of January off to heal up from my accident and get some writing done. I’m focusing on producing a new partial draft of the Human Destiny sourcebook for Cortex Prime. Right now that’s at about the 16-kiloword mark, and I’m hoping to get a few thousand more words down before the end of the month.
The partial draft of the Human Destiny sourcebook will be this month’s charged release for my patrons. Once that’s out, they’ll get free updates as I continue to work on the project, until the rough draft is completed.
I don’t have any new original fiction to release this month, although I’m considering dressing up a bit of work from my fan-fiction period to show off. I’m also reading a very good candidate for my next book review.
Finally, I’m continuing to make slow progress on The Sunlit Lands, which will be the first sequel to The Curse of Steel. No clue yet when that novel will be finished, but at the moment I’m hoping to release it late in 2021.
The name of the game is persistence and resilience . . .
Man, this month is just flying past. There’s a lot going on, and I’ve just about committed myself to a plan for this month’s Patreon release, so it’s time for a general update.
Architect of Worlds: I’ve been stress-testing the current draft of the complete design sequence (version 0.3, which was released to my patrons on 5 January). I’ve found a few minor bugs and tweaks, and possibly some ideas for further development, but nothing that requires major surgery at this point. Along the way, I’ve started developing a new map and gazetteer of the solar neighborhood for the Human Destiny universe. That’s probably going to take quite a while to complete.
Human Destiny: Back in December I completed a partial rough draft of the proposed Cortex Prime sourcebook, as a submission for the Cortex Creator’s workshop. I’ve gotten some useful feedback from that, and I’ve started to write some more new material for this project.
Short Fiction: I don’t think I’m going to release any free new short fiction in January. This is because I appear to be on the verge of actually selling two pieces of short fiction! I need to concentrate on writing material that will actually earn me some income. More about that if and when the deal is completed.
Krava’s Legend: I didn’t get much work done to promote The Curse of Steel in November or December, nor did I get much written on The Sunlit Lands. I’m trying to carve out some time to keep pushing forward with those tasks.
Book Reviews: Since this blog has been listed on a couple of sites for independent book reviewers, I’ve been getting lots of requests for reviews. More than I’ll be able to cover, although that’s not a bad problem to have. At the moment it looks like I’ll be covered for January and February – look for two or three new reviews here over the next few weeks.
Okay, now for patron’s business.
I’m going to institute a new procedure for certain big projects, the kind that are likely to be in development for several months with incremental drafts. It’s in my interest to let my patrons see early drafts, because I might get useful feedback. On the other hand, I’m not comfortable charging my patrons every month for access to the latest versions.
So in such a case, I’ll be charging my patrons in the first month that I release a draft, but subsequent incremental updates will be free to patrons until the draft is more or less complete and ready for publication. (Also, of course, patrons at the appropriate level of support will get a free copy of the finished product, if and when that’s ready.)
The first project to fall under this heading is the current version of the complete design sequence for Architect of Worlds. I released version 0.2 of that in December as a charged release. I updated the document to version 0.3 in early January and will continue to release the occasional incremental update to my patrons as needed. Those incremental updates will be free of charge.
The second project that will come under this heading is the rough draft of the Cortex Prime sourcebook (and setting bible) for the Human Destiny universe. I’ll be releasing a partial draft (version 0.2) to my patrons late in January, which will be this month’s charged release. Subsequent incremental updates to that document will be free of charge.
Haven’t decided what I’ll be releasing in February, but honestly, there’s a lot going on that’s not entirely under my control at the moment. I’m playing things by ear for now. More news as I figure things out.
For those who are interested in the Architect of Worlds project, here’s a quick summary of its status.
After several years of sporadic work, I finished the first complete version of the design sequence just before Christmas. Over the next couple of weeks, I did some intensive testing and made two pretty significant revisions.
At the moment I have a partial draft of the book that’s in an “alpha release” state (Version 0.3), covering just the sequence for designing star systems, planetary systems, and individual worlds. It works – I’ve been generating a series of plausible and often weirdly interesting worlds with it.
My readers should be aware that this is not the version that’s currently posted to the Architect of Worlds page on this blog. That’s Version 0.1, the first complete sequence, before the last two rewrites. That version works too, but there are some problems with it – you may not want to lean on it too hard. I’m considering taking it down entirely.
As of right now, the best way to get your hands on the current release draft is to sign up for my Patreon (see the link in the sidebar). I anticipate having a complete draft of the book ready for release sometime this year, so at this point, the project is moving out of the “free to the public” phase.
The article was from the Niels Bohr Institute, summarizing some research done there by Nanna Bach-Møller and Uffe G. Jørgensen. The upshot is that, based on our extensive sample of detected exoplanets, we can conclude that there’s a fairly strong correlation between the number of planets in a planetary system and the average eccentricity of the orbits of those planets. “Just a few planets” seems to correlate to highly elliptical orbits, while “more planets” means closer-to-circular orbits.
It makes sense. We know a lot more about the process of planetary formation than we did even twenty years ago. That process appears to be pretty chaotic. Planets sometimes interact a lot while they’re forming, with unpredictable results. Sometimes that interaction leads to some of the young planets getting “pumped” into highly eccentric orbits, but that also leads to more of them being “ejected” from the planetary system entirely. So it makes sense that planetary systems that end up with fewer planets might also see those planets line up into more eccentric orbits.
The article claims that our own planetary system is unusual in that we ended up with more planets than the average. As a corollary, it shouldn’t be a surprise that the planets we still see have settled into a well-behaved stack of nearly circular orbits.
Okay. The article was interesting enough. The problem was that the actual research paper behind it was sitting behind a paywall. I put off reading that until after I had finished the rough draft of the Architect of Worlds design sequence. Maybe then I would track down a copy, and it might suggest a way to improve the step in which I assign orbital eccentricities. Not a big deal.
Well, I finished the rough draft just before Christmas, and yesterday I found a way to get a copy of the paper for a reasonable fee. I sat down to read it, and . . .
Bach-Møller and Jørgensen have done something a little more remarkable than I expected. They haven’t just derived a strong correlation between planetary multiplicity and eccentricity of orbits. They’ve demonstrated that we can derive a clear power law for how many total planets a given system has, including the ones we can’t detect yet, just based on the observed eccentricity of the ones we can detect.
Applying this result to my models in Architect of Worlds, I find that I can do a lot more than just superficial improvement to one step of the system design process. I can actually rework several of the steps in the sequence, making them simpler and easier to use, and also making them line up a lot better with the current state of exoplanetary science.
The executive summary is that instead of laying down planets until you run into any of several limiting conditions, you randomly generate the total number of planets first, and then place that many. Much simpler, and it fixes the problem that the current version seems to generate too many planets.
This isn’t a small improvement. We’re talking about eliminating several of the most cumbersome computations and procedures, while also forcing the outcome to match observed results much more closely. I can’t really let that sit in the idle stack, especially since I have a couple of other projects that are dependent on having a complete draft here.
One complication is that one of those other projects was something I was planning to put together for my patrons, as a charged release, before the end of December. Although I think I see how to make all the necessary changes to the Architect of Worlds draft, that’s going to take a day or two of work, and I have a pile of other things to get finished over the next few weeks as well.
So here’s a revision to my creative plan for the next couple of weeks:
The top priority right now is to revise the partial Architect of Worlds draft to fit these new results. This should be complete no later than 28 December. At that point, I will release a revised version of all of the completed sections of the draft, for my patrons only (with one or two exceptions for non-patrons who have been helping out with extensive comments on the draft). That will constitute my charged release on Patreon for December 2020.
The PDFs that are already on the Architect of Worlds page will remain there. Those won’t constitute the most up-to-date version, but they are certainly “playable” for anyone who wants to experiment with them. I won’t be updating those PDFs for at least three months. During that time, I’ll continue to polish and tweak the system with input from my patrons, and possibly work on some additional material. I’ll reassess the situation in early April. By then I may be within striking distance of starting to prepare a publication-ready draft of the entire book. If not, then I’ll create and post new PDFs at that point.
By the end of December, I need to write a new book review, and also finish and release another piece of short fiction. Those will be posted here and released to my patrons for free. I also need to get started on a new piece of short fiction (more about that later).
Once all of the above is finished – probably over the New Year’s holiday – I’ll take stock. That’s a traditional time for such things anyway.
As of today, the rough draft of the design sequence for Architect of Worlds is finished. Merry Christmas to me!
I’ve posted a PDF for the third chunk of the design sequence, “Designing Planetary Surface Conditions,” to the Architect of Worlds page on this site. That chunk includes everything from Step 15 (Orbital Period) through Step 27 (Components of Atmosphere) in one document, with a few minor tweaks and corrections from the version that was first posted to this blog.
Together with the earlier sections already available there, this makes up about 37,000 words of carefully researched and somewhat technical world-building tools, available to the public for free for now.
There’s a lot more work to be done before this is a completed book, ready for publication. I intend to write plenty more material:
How to work with real-world star maps
How to read and use real-world astronomical data from star catalogs and lists of known exoplanets
Tips for planning interstellar settings, and placing interstellar societies on the map
Sidebars for a bunch of special cases (planets that circle pairs of stars, planets of stars that aren’t on the main sequence anymore, planets of brown dwarfs, more exotic things to place on your star maps, odd circumstances that might pop up on planetary surfaces, and so on)
General world-building advice, including ways to use and make sense of the results of the design sequence
Not to mention going through the whole sequence at least one more time, to double-check all my research, footnote everything, and see if I can make the system easier to use in a few places. Probably with some intensive testing on real-world data to support one or two other projects.
Still. There’s at least a good chance that the first full edition of Architect of Worlds will be available for sale sometime in 2021. Probably later rather than sooner, but we’ll see how it goes.
This is turning out to be a pretty busy month. Here’s the tentative plan for the rest of December:
By 14 December, finish a partial draft of the Human Destiny sourcebook for Cortex Prime, and post that so it can be reviewed as part of the Cortex Creators workshop. (Here’s a link to the current draft in Google Docs. Feel free to have a look.)
By the end of December, have a much-closer-to-finished partial draft of the sourcebook available for my patrons. That version will probably not be a finished first draft, but it should come to 15-20 kilowords, and it should be playable. This will be my charged release for this month on Patreon.
Also by the end of December, finish another piece of short fiction for free release here and to my patrons. I have a couple of candidate stories in mind.
Probably post one or two more steps in the Architect of Worlds design sequence.
Plan one or two pieces of short fiction for an upcoming anthology. More about this later, once I’m more sure that it’s going to come to fruition.
Start working to polish up a Human Destiny novella for publication via Amazon.
Work on The Sunlit Lands with what plentiful free time remains.
There’s just not enough of me to go around at the moment, given all the projects I have underway. Although that’s not a bad problem to have.
Okay, step one is finished. I’ve brushed off some old skills from my “writing proposals for GURPS sourcebooks” days, and put together an outline for what will probably be my first self-published RPG sourcebook.
I don’t have a nicely evocative working title yet, so this is just The Human Destiny Sourcebook for now. If everything goes as planned, the final shape of this will be a sourcebook for the Cortex Prime game system, about 36,000 words or a 72-page PDF. Aside from being a “bible” for the Human Destiny universe, the book will also describe three different campaign settings:
Human citizens on conquered Earth, striving for meaningful lives and personal status in a post-scarcity society
Human colonists and terraformers elsewhere in the Sol system, facing difficult technical and ecological challenges
First human officers and crew aboard a starship, exploring the galaxy
Each campaign setting will involve a slightly different application of the Cortex Prime rules, and there will also be guidelines for moving characters from one campaign setting to another. (After all, the primary character in my Human Destiny stories, Aminata Ndoye, is probably going to pass through all three settings in the course of her career.)
If and when the folks at Fandom get their new Cortex Creator Studio set up, I’ll push to get this project published through that venue. In the meantime, this will be the project I work on for their “creator confab” workshop in December.
Over the past few weeks, I’ve been making slow progress on the first draft of The Sunlit Lands. I was a bit blocked for most of November, with a sequence of scenes just not coming clear, but I think I’ve pushed past that obstacle.
My original plan was to have 15-20 kilowords of the draft finished by the end of November, and release that for my patrons, but that doesn’t appear likely to happen.
Therefore, there will be no charged release on Patreon again this month. I may have a free short story to share on this blog and with my patrons by the end of November; we’ll see how the Thanksgiving holiday goes.
As I mentioned a few days ago, I’ve been considering the Cortex Prime game system as a potential vehicle for publishing game material related to my literary projects. That’s looking more likely by the day. In particular, I’ve learned that Fandom (the publisher) plans to set up a new version of the Cortex Creator Studio which supported earlier versions of the game. Once that’s in place, it should permit me to write and release game material under fairly congenial licensing terms.
Meanwhile, starting on 4 December Fandom will be holding a “Cortex Creator Confab,” a workshop of sorts, which will allow potential creators to get some exposure and feedback on early drafts of their work. That looks like a superb opportunity for me to get started.
Upon consideration, I’ve decided that the first setting I’m going to try to write up isn’t Krava’s world, it’s going to be the Human Destiny space-opera setting. The end result will hopefully be a complete, Cortex-driven RPG that allows players to take on the role of humans living as subjects of a benevolent (but demanding) alien interstellar empire. I’m envisioning rules that will permit the game to take place on Earth, among the colonized worlds of the Sol system, or out on the interstellar stage.
So, this is what the plan for the remainder of November and the whole month of December looks like:
Continue working on the first draft of The Sunlit Lands, with the goal of having a significant chunk of the draft ready for patrons sometime in December.
A crash project to write up a big chunk of the Human Destiny setting in the form of a draft RPG based on Cortex Prime, to be submitted for the December workshop. This material should make a good release for my patrons too, and I may post excerpts from it here in the blog as well.
I’ve started reading the next self-published book that’s likely to get a review here. Look for that sometime in December.
Finally, I have a couple of partial short stories that I may complete and publish as free releases over the next couple of months.
More than enough to keep me busy through the holidays, I should think.
A planned part of my creative strategy is not just to write stories and novels, but also to integrate the world-building elements of those projects into tabletop game material that I can also sell. Basically offering myself a license to my own IP, and self-publishing game material via DriveThruRPG or a similar outlet.
That suggests framing that creative material within a genre-agnostic game system. After all, my two primary creative projects involve heroic alternate-world fantasy (The Curse of Steel and its sequels) and relatively hard-SF space opera (the Human Destiny setting). Any game system that could cover both is not going to be strongly bound to any existing setting or genre.
So the question arises: do I build such a system of my own, or do I find an existing one that works for me and has friendly licensing terms?
I have been gathering design notes for a personally owned game system, under the working title of EIDOLON. There would certainly be no licensing issues there. On the other hand, time spent designing a completely new tabletop game is time I’m not writing. Also, a completely new game system would start with zero market presence. Why should anyone buy such a product, when they would almost certainly have to convert the material to their favorite system before using it?
GURPS is certainly a possibility. I’ve been a GURPS player (and writer, and editor) for many years. Unfortunately, it’s been a long time since I did any work for Steve Jackson Games, so I’m no longer in close contact. In any case, the GURPS licensing terms are pretty strict. Far from impossible to work with – I’m certainly aware of other creators who have published their own GURPS material for sale – but maybe more trouble than it’s worth for what I’m planning to do.
I’ve considered using FATECore, which certainly fits the criteria (setting- and genre-agnostic, and very congenial licensing terms). Unfortunately, that system is a little too rules-light for my taste. I’ve never quite been able to wrap my brain around how it works in play, so writing material for it feels like a bit more of a challenge than I’m after. I may just need a little more crunch in my game rules.
I’ve glanced at a few other systems over the past couple of years – notably the Genesys system from Fantasy Flight Games – but nothing has quite hit the sweet spot I’m looking for.
Now I see that there’s a new edition of the Cortex system out – the Cortex Prime core rules. These were Kickstarted back in 2017 and have just been released to the public.
Cortex Prime doesn’t look like a playable game right out of the box, so much as it is a toolkit for constructing playable games. Well, that’s true for systems like GURPS or FATE as well, so that’s certainly not a drawback. Reading through the core book, I’m getting a good feeling for the system’s crunchiness and flexibility. Previous editions of Cortex have carried fairly generous licensing terms, and the current publisher seems interested in following suit.
Hmm. I may have to contact them and see if this would be a good fit for what I want to do. If it does work out, then EIDOLON may go on the back burner. Or off the stove entirely.
I haven’t posted any new Architect of Worlds material for a few days, but the project is still moving forward. The main issue is that I’m being required to ramp up my day-job telework to full-time status, so I need to make some adjustments to my time management. That’s being worked out, so I should be able to make progress on several of my creative projects over the next couple of weeks.
To review the bidding: since early September, I’ve written and posted the first drafts for Steps Fifteen through Twenty-Three of the design sequence. At this point, the reader should be able to get some of the broad outlines of a generated world’s surface conditions: blackbody temperature, the prevalence of water, geology, and some information about the composition and density of the atmosphere.
What’s left? Well, we still need the world’s actual surface temperatures, the prevalence of dry land if the world has oceans, the final composition of the atmosphere, and the presence and complexity of native life.
There are some complex interdependencies between those items, not to mention a bunch of special cases. In particular, I want to build in the possibility of a robust carbon cycle for a more-or-less-Earthlike world. The hypothesis is that the climate of Earth, or any similar planet with large oceans and life, will tend to self-correct over long periods. Carbon dioxide, in particular, will move into or out of the atmosphere in such a way as to keep the world in the proper temperature range for plentiful liquid water. That suggests a feedback loop that may require some special logic in the world-design sequence.
So I’ve been doing some storyboarding (kind of like what’s going on in this post from September) and roughing out the proper sequence of steps. I think I may end up with six or seven more major steps in the sequence. Seven would make a nice round thirty steps for the complete sequence, but if I end up with a weird prime number or something I suppose I’ll have to live with that.
In any case, I hope to break through the logic here and start posting the last chunk of the design sequence later this month. The third major piece of the sequence may be ready for PDF and posting to the Architect of Worlds page before Christmas.
That doesn’t mean Architect of Worlds, the book, will be ready. There’s a lot more I want to write before I’m ready to think about a publishable draft. How to plan an interstellar setting, how to work with real-world astronomical data, how to build star maps, that kind of thing. Still, I could see a first edition of the book finally making its appearance – most likely on DriveThruRPG.com – sometime next year.