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Status Report (21 May 2023)

Status Report (21 May 2023)

Things are moving along, if not as quickly as I might have liked.

As of today, I’ve finished initial layout for Architect of Worlds through Step Twenty-Seven in the design sequence (world albedo). At this point I need to do a little research and possibly reworking of the mini-model for atmospheric greenhouse effect. Once that’s done, I think I’ll be able to finish editorial work on the next few steps in the design sequence, and get those laid out in the interim draft. Probably won’t be able to get all the way to the end this month, but we’ll see.

Meanwhile, I need to write up two book reviews and get those posted before the end of May.

Some of my time has been taken up by a Muse-inspired side trip. I’ve been binge-watching the entire Star Wars continuity – the current canon, not the pre-Disney “Legends” canon. Kind of kicking myself for not having picked up on that earlier. The theatrical films are, of course, something of a muddle. On the other hand, the animated shows and the Disney+ mini-series have been superb. The experience has been tickling my world-building brain something fierce.

The concept that’s taken up residence in my head involves a kind of “alternate history” of the Skywalker Saga, with the (overt) point of divergence that Qui-Gon Jinn survives the Battle of Theed and lives to take Anakin Skywalker on as his student. I’m also indulging in some rampant speculation about the motives that Sheev Palpatine might have had for his decades-long campaign to subvert and take over the Galactic Republic. I may end up with a pretty solid outline for a divergent Star Wars RPG campaign, although actually running it for players (or writing a fan-fiction series on the premise) is probably out of the question. I’ll probably write it up here as time permits, rather like the Space: 2049 material I’ve been playing with at odd moments.

Don’t worry. Architect and my other top-shelf projects aren’t going to be neglected. Much.

For my patrons, I think you can expect to see a free-update of the Architect partial draft, with as much new material as I’ve been able to edit and lay out in May. No charged release for this month.

Planning for May 2023

Planning for May 2023

I was able to stay more or less on track throughout the month of April. I didn’t quite reach my original objective for Architect of Worlds book design and layout, but I did get a substantial chunk of work finished. I also managed to get to the end of Part Two of Twice-Crowned. A lot of items were done without me having to rush down to the wire at the end of the month, too – for example, I got April’s book review published quite early. I do seem to have mastered the skill of sticking to the big projects well enough to continue making significant progress.

As I mentioned a few days ago, I’m planning to do some work on the actual content of Architect before I get back to layout, so that’s a high-priority item for the month of May. Otherwise the plan for this month is going to look a lot like the one for April:

  • Top Priority:
    • Architect of Worlds: Review and possibly revise the mini-model for a world’s internal heat budget, specifically for Step Twenty-Four of the design sequence.
    • Architect of Worlds: Review and possibly revise the mini-models for a world’s atmospheric greenhouse effect, specifically for Step Thirty of the design sequence.
    • Architect of Worlds: Continue work to design and lay out the finished book. Tentatively plan to finish through page 132 (out of approximately 180), or the end of the Designing World Surface Conditions section.
  • Second Priority:
    • Danassos: Continue work on the new draft of Twice-Crowned.
    • Danassos: Rebuild the alternate-historical timeline.
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Produce a map of late 23rd-century Mars for the Atlas.

As far as releases for my patrons are concerned: I expect a free update of the growing Architect release draft, and that’s about it. I may write another chapter or two of Twice-Crowned, but I don’t expect to produce enough new material to justify a charged release. Slow but persistent progress is the order of the day.

Status Report (27 April 2023)

Status Report (27 April 2023)

Small course correction, with respect to Architect of Worlds.

A few minutes ago, I sent this month’s incremental update of the book design to my patrons. That’s a few days early and about 12 pages short of the goal I set for myself at the beginning of April.

The reason is that I just reached Step Twenty-Four in the main design sequence. That’s the step in which you determine the current geophysical parameters for a world under development – status of the world’s lithosphere, whether or not it has active plate tectonics, that sort of thing. The issue is that there are a couple really thorny bits of math in that step, probably the ugliest formulae anywhere in the previous draft. I’m also not entirely confident in the accuracy of the mini-model for that step. So I’d like to pause the layout long enough to do a bit of research, maybe develop a new mini-model, and simplify the procedure so it’s not as ugly and ill-polished.

While I’m at it, I also have similar concerns about some of the later steps, especially where we figure out how much greenhouse effect a world gets from its atmosphere based on its composition. I’m actually very happy with the way that procedure fits together overall – it models the evolution of an Earthlike world’s atmosphere very elegantly. However, the actual mini-model for greenhouse effect is again both ugly and not one I’m 100% confident in. So that might get some attention too.

So I’m going to set aside layout work on Architect for at least a few days, while I go off and do some of that redevelopment. In the meantime, I’m just one chapter away from the point in Twice-Crowned at which I was thinking another charged release of the interim draft for my patrons might be appropriate. So the last few days of April, I’m going to spend mostly on getting that chapter written and polishing up the last chunk of new material. Patrons should look for a charged release there, probably sometime on Sunday if all goes according to plan.

I also have another “bonus” book review I want to publish this month, but that will have to wait until I’m sure I can get this chunk of Twice-Crowned whipped into shape on time. if that doesn’t work out, at least I have a review ready to go early in May.

An Insight into the Galilean Moons

An Insight into the Galilean Moons

Here’s a neat little bit of “new science” that I might be able to quickly build into Architect of Worlds while I continue editing and laying out the release draft.

The idea is that Jupiter, just after its formation, was probably much more luminous than it is today due to its heat of accretion. Its luminosity might have been as high as about 0.00001 times the current solar level. That doesn’t sound like much, but with the Galilean satellites (Io, Europa, Ganymede, Callisto) orbiting so close to the young, hot Jupiter, they would have undergone a period of extreme heating. It wouldn’t have lasted long – Jupiter would have cooled off and ceased to radiate so enthusiastically – but it seems to have been enough to drive off a lot of water ice and other volatiles.

Notice that Io, the closest to Jupiter, is almost free of water ice to this day. Which makes sense – in its first few million years, Io would have been getting over 30 times as much irradiation from Jupiter as it currently gets from the Sun. More than enough to melt and then boil water ices, and then drive the resulting water vapor into space. For Europa and Ganymede the effect wouldn’t have been as pronounced, which is why those moons still have plenty of ice today.

At present, the Architect of Worlds design sequence has a weird kludge in place to differentiate Io-like from Europa-like or Ganymede-like gas giant moons. It shouldn’t be too difficult to replace that with a rough estimate of a gas giant primary’s early luminosity, which (when taken with the moon’s orbital radius) will indicate how much irradiation the moon got early in its history. Particularly important for super-Jupiters, which we’ve already observed plenty of and for which the design sequence certainly allows.

I think I may also rearrange some text between Steps Sixteen (world density and surface gravity) and Seventeen (placing moons). Right now that’s the only place in the design sequence where you implicitly have to back up a step – after you place a moon in Seventeen, you may want to go back to Sixteen to determine its density and so on. Easy enough to move some of the pertinent text forward, so you can figure out a moon’s properties in the same step when you place it. That’ll also allow me to insert the new computation at a convenient place in the sequence.

A popular-science article on this result is here: Baby Jupiter glowed so brightly it might have desiccated its moon. The research paper involved, with references to other relevant work, is here: The effect of Jupiter’s early luminosity on the Galilean satellites.

Very Small “Habitable” Worlds?

Very Small “Habitable” Worlds?

This article was brought to my attention a while back: “How small is the smallest habitable exoplanet?” (EarthSky, October 2019). The basic takeaway was kind of eye-catching.

Apparently some modeling work had been done to try to find the boundary between “planet-like” and “comet-like” water-rich objects. The distinction (in this specific context) is that “planet-like” objects can have atmosphere and liquid surface water, whereas “comet-like” objects can’t – they either retain water ice on their surface, or they lose their water entirely. The models pointed in the direction of surprisingly small objects falling into the “planet-like” domain – rocky planets or moons with as little as 2.7% of Earth’s mass could be “habitable” in this sense.

Naturally, that led me to raise an eyebrow, given that the Architect of Worlds design sequence is decidedly not going to give us worlds that small with liquid surface water. One of the reasons I wrote Architect in the first place was as a reaction against early planet-design sequences, in games like Traveller, which sometimes gave us those really implausible cases of worlds as small as Luna with Earthlike atmospheres and oceans. Had I been operating under a false assumption all along?

So I tracked down the actual paper: “Atmospheric Evolution on Low-gravity Waterworlds” (Astrophysical Journal, August 2019). If I’m reading this right, this is one of those cases where the Architect model probably doesn’t need to be adjusted to fit new science.

What the paper seems to be saying is that even some of these very low-mass worlds might be able to retain an atmosphere and liquid surface water. It looks primarily at the possibility of a runaway greenhouse, and at the mechanism of hydrodynamic escape for water. It doesn’t seem to address the possibility of simple thermal or Jeans escape, and it doesn’t take photodissociation into account at all. So it’s only looking at some of the mechanisms for atmospheric or water loss . . . and even so, these low-gravity worlds aren’t going to retain atmosphere or water indefinitely. What the authors have shown is that under ideal conditions, some of these small worlds may be able to retain liquid-water oceans for a while – up to a billion years or so. Which is interesting, but it doesn’t tell us anything about a long-term stable state, much less the possibility of the evolution of a local biosphere.

Architect generally assumes that the planetary systems you design with it are stable on several-billion-year timescales. Planets and systems of moons aren’t going to be crashing into each other, planetary surface conditions aren’t going to be in a state of rapid change. Which means the Architect model isn’t designed to look at edge cases like these, which are only likely to appear in very young star systems.

To astronomers, “habitable” means “there can be liquid water right now.” Which can include worlds that are not going to be at all comfortable for humans without environment suits and sealed habitats. It can also include worlds, as here, where the “habitable” state is more or less transient.

So in this case I’m not seeing the need to adjust my design sequences as they stand. It occurs to me that it might be worthwhile to provide some material on system or planetary states that aren’t long-term stable, so the reader can place some outliers. Planets that are likely to collide sometime in the next few thousand years, say, or tiny worlds like these with a surprising amount of free water on hand. For the moment, I think that’s going to be delayed until I write a second edition of the book.

Planning for April 2023

Planning for April 2023

March was a surprisingly productive month. I blew right past my milestone for the layout and book design of Architect of Worlds. I believe I can predict now, with high confidence, that the bulk of the layout will be finished sometime in June. At that point I’ll still need to make one more editorial pass, create and arrange a bunch of filler art, probably clean up the cover and a few other illustrations, and create the credits page and the table of contents. I can’t imagine any of that will take more than a couple of months to finish. Very tentatively, let’s look to see Architect of Worlds released in its first edition late this summer.

I also managed to get a chapter or so written in Twice-Crowned. That looks like a good trend to maintain in the coming month. On the side, I’ve been tinkering with the alternate history for the Danassos setting. I had become dissatisfied with a few elements of the history about the time of the Twice-Crowned novel, so I’ve been going back in what little free time I have and working out some changes. That’s set me back from working with Notion so much – that will probably resume once I’m happy with the new structure.

Once again, this month’s planning message is going to look a lot like last month’s.

  • Top Priority:
    • Architect of Worlds: Continue work to design and lay out the finished book. Tentatively plan to finish through page 115 (out of approximately 180).
  • Second Priority:
    • Danassos: Continue work on the new draft of Twice-Crowned.
    • Danassos: Rebuild the alternate-historical timeline.
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Produce a map of late 23rd-century Mars for the Atlas.

I expect at least one free update for my patrons – the next partial interim draft of the Architect book design. I suspect there’s a good chance that I’ll also be able to issue a charged release in April: the next partial draft of Twice-Crowned, hopefully well past the mid-point of the planned story.

Status Report (22 March 2023)

Status Report (22 March 2023)

I’ve apparently hit my stride with respect to doing layout for Architect of Worlds. I reached my tentative milestone for that earlier this week, passing page 70 out of 180 in the draft.

I intend to continue working on that for the rest of March, but not pushing the pace too hard – maybe a page or two at a time, possibly getting as far as page 80. Meanwhile, I’m going to take a creative break and see if I can complete some revisions and bang out a few more chapters of Twice-Crowned before the end of the month.

Here’s the plan, then, for my patrons and other readers. You’ll be seeing another incremental draft for the rough layout of Architect of Worlds regardless, as a free update. Hopefully that will get us to a point most of the way through the “Designing Planetary Systems” chapter. However, if I can get at least to the end of Chapter Eighteen in Twice-Crowned, I’ll push that out as a charged release. That will be roughly 12,500 words of new material that you folks won’t have seen before. If I don’t get that far, there won’t be a charged release for this month and we’ll see how things go in April.

The Structure of “Fourth Millennium”

The Structure of “Fourth Millennium”

Things are moving right along on Architect of Worlds. I’m confident that I’ll be able to hit my objective of page 70 out of 180 by the end of this month, and probably a few pages beyond that. So while I’m working on Architect, I’m also giving some thought to what’s likely to be my next big RPG project: Fourth Millennium.

Fourth Millennium is envisioned as an alternate-historical fantasy, set in the Mediterranean world sometime in the middle of what we would think of as the first century BCE. The setting is the same one in which I’m writing the novel Twice-Crowned – I’ve already written a few short pieces in it too, and will likely write more as the muse moves me.

The underlying game system is probably going to be the Cypher System from Monte Cook Games, under their (very generous) creative license. Assuming I live and stay motivated long enough to produce the whole thing, it’s going to have three major components:

  • The core Cypher System-compatible rules for building characters and roleplaying in the setting, with rules for not only personal-combat-heavy adventures, but mass combat, social and political conflict, and so on. There will be a magic system based heavily around spirit-derived and divine magic, with a strong trace of neo-Platonist hermeticism as well.
  • A gazetteer of the Mediterranean world in the setting, somewhat familiar from our own history, but also full of divergences (a surviving Minoan-derived state, a Roman Republic that hasn’t been quite as fortunate but still has the potential to conquer widely, an emerging Hellenistic world-empire derived from the Alexandrian οἰκουμένη, and so on).
  • At least one One Ring– or Pendragon-inspired “grand campaign” that organizes adventures in annual cycles, letting characters start out as minor figures, work their way up to being movers and shakers, and change the course of the setting’s future history. So (e.g.) in a Roman Grand Campaign, characters might start out as clients supporting an ambitious Roman senator, but while assisting him they would build up their own wealth and clout, eventually setting out on the cursus honorum and standing for the offices of praetor and consul in their own right, all the while dealing with the perennial crises facing the Republic.

It’s that last item that has me cogitating heavily. I’m concerned that a single book that contains all three of these components is going to be huge, especially if I go all-in on building multiple interlocking Grand Campaigns based on different cultures. I could see building at least three of those: one set in the Roman Republic, one in the Hellenistic empire, one in the Minoan-derived culture that occupies an uneasy space between the two.

So suppose I instead build a single book that contains character-design and adventuring rules, the extra rules needed to support Grand Campaign play, and the gazetteer describing the setting. That book would be enough for players and GMs to build their own adventures and campaigns. Big, but not outrageously so. Then there would be one or more follow-on books that describe each Grand Campaign in detail.

The thing I’m wrestling with is, which campaign book to plan to work on first.

  • The Roman book would have the advantage of being the most well-documented in primary sources and extant fiction, and the most familiar to the audience. No trouble building a plausible political and social system here, with plenty of room for adventures. Of course, Roman society was very problematic by modern standards – strong misogyny, a very equivocal view of LGBT+ behavior and lives, rampant slave-holding. Good portion of the audience would probably be repelled by that, even if I were to work hard to provide alternatives.
  • The Hellenistic book would be most attractive to me, given that I’m a Hellenophile of long standing, but it would carry a lot of disadvantages. Primary-source documentation of the details of society and politics among the Hellenistic kingdoms isn’t as rich, since most our sources were (of course) Roman. I’d have a harder time developing social and grand-campaign mechanisms for this piece of the setting to the same level of detail. Maybe not quite as much values dissonance for the audience, but the difference would be pretty slim. Hellenistic societies tended to be just as nasty as the Roman by modern standards.
  • The Minoan-derived society would have its own set of trade-offs. In this case, I’d be making the details up almost out of whole cloth – we’re talking about a culture that just didn’t exist in the corresponding era of our real-world history. Which would probably mean that I’d have to work all the harder to get the audience on board, since this would be the most historical-fantasy piece of the setting. On the other hand, the post-Minoans would be a lot less problematic for the modern audience – very little misogyny or patriarchy, a much more liberal view of LGBT+ people, slavery present but not nearly as prevalent as in Rome or the Hellenistic world. Not to mention, this society’s location between the other two would add a certain degree of tension and potential conflict to the setting, possibly helping to engage the audience.

Mental note: this project is really going to need some effort spent on consent-and-safety tools.

So yeah, in the short run I’m not going to need to make any decisions, but by the time Architect is in release and I’m starting to produce rough-draft material for Fourth Millennium, I’m going to have to have a lot of this figured out.

I’d be interested in hearing from my readers and patrons on this one. If you have any interest in Fourth Millennium at all, which of the three grand-campaign sourcebooks do you think you’d find most interesting and useful? Feel free to drop me a comment or an email if you have any insight.

Some Insight on Oceanic Super-Earths

Some Insight on Oceanic Super-Earths

I came across this article a few days ago, and it’s making me think I need to make a small adjustment to the Architect of Worlds planetary design sequence: “Astronomers identify a new class of habitable planet” (Astronomy.com, September 2021).

The case in question is one that we should all have been aware of for a while: super-Earths with very dense atmospheres dominated by hydrogen, with deep world-spanning liquid-water oceans. Architect would call these Class 2 (Dulcinea-type, after Mu Arae c) worlds with Massive prevalence of water.

The problem is that if these worlds are too warm, the current Architect design sequence quickly turns them into Class 1 (Venus-type) worlds: very hot due to a runaway greenhouse, but very dry because their primordial oceans have been boiled away and lost to photodissociation. But if I understand the physics correctly, this shouldn’t happen in these specific cases.

If a Dulcinea-type world has a rocky surface, it’s buried under many kilometers of ocean, and atmospheric heat isn’t going to bake carbon dioxide out of the rocks to cause a runaway greenhouse. Now, these worlds are likely to have a ton of water vapor in their atmospheres, and water vapor is itself a really effective greenhouse gas. But that doesn’t seem likely to boil the ocean itself away. With a really dense atmosphere, the boiling point of water soars and you can keep liquid-water oceans with surface temperatures well above 370 K. Meanwhile, these worlds aren’t going to lose their water due to photodissociation, because they’re massive enough to retain molecular hydrogen anyway. Any water vapor that gets into the upper atmosphere may break down due to high-energy sunlight, but the hydrogen won’t just fly off into space, it’ll stick around to recombine with oxygen again.

Fortunately I think adjusting for this will be an easy fix in the Architect draft, something I can do on the fly while I’m doing the rough layout. Basically, I’ll build an exception into the sequence for Dulcinea-types, forbidding them to make the usual transition to a runaway greenhouse somewhere just above a blackbody temperature of 300 K. I may need to add a provision in the procedure to compute surface temperature for these worlds – if they’re already hot, they’re going to have a fierce greenhouse due to water vapor in the atmosphere and yet will still keep their liquid-water envelope.

These strike me as odd worlds to call “habitable,” although in the scientific literature astronomers generally use that word to just mean “probably has liquid water.” You could theoretically land on one of these, but it wouldn’t be a remotely shirt-sleeve environment for humans.

Planning for March 2023

Planning for March 2023

I didn’t get as much done in February as I had originally hoped, although those milestones were probably more than a little optimistic. I wrote a little bit of Twice-Crowned, and made it almost to page 40 in the layout and book design for Architect of Worlds.

The only really new element in February: I’m starting to use the documentation tool Notion to gather and collate notes for the Danassos setting. That’s really promising as a method for archiving world-building notes for a given setting – much better than my usual procedure involving a bunch of disorganized Word documents. For now, I’m using it to support work on Twice-Crowned and to prepare for work on the Fourth Millennium RPG book later this year. I also anticipate it may be a very useful tool for the Human Destiny setting – I can see using it to cleanly document Architect of Worlds designs for various star systems, for example.

So in any case, this month’s planning message is going to look a lot like last month’s, aside from some minor tweaks.

  • Top Priority:
    • Architect of Worlds: Continue work to design and lay out the finished book. Tentatively plan to finish through page 70 (out of approximately 180).
  • Second Priority:
    • Danassos: Continue work on the new draft of Twice-Crowned.
    • Danassos: Gather notes in Notion for an eventual Fourth Millennium book.
    • Human Destiny: Continue compiling material for the eventual Atlas of the Human Protectorate.
    • Human Destiny: Produce a map of late 23rd-century Mars for the Atlas.

As usual, while I focus primarily on Architect, I don’t expect a charged release for my patrons this month unless I get really ambitious with the novel or some other piece of fiction. There will probably be at least one free update – the next partial interim draft of the Architect book design.