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Category: Status Reports

Status Report (26 February 2022)

Status Report (26 February 2022)

The best-laid plans of mice and men, and all that.

My plan for February was to get a major update of the world-design sequence for Architect of Worlds out the door, and then pivot to finishing the Human Destiny novelette “Remnants” before the end of the month. Okay, one out of two isn’t bad.

It turns out that writing a murder mystery is hard. I’ve rewritten “Remnants” three times in the past couple of weeks, and I keep finding plot holes that mean the story still won’t work. I don’t think there’s any way the story will be finished to my satisfaction before the end of February. I’m honestly not sure how long it will take me to get it straightened out, even if I stay focused on it to the exclusion of other projects.

It appears to be time to throw in the towel and move to something else, while the back of my brain works on “Remnants” on its own schedule. That means there will be no charged release for February for my patrons. I’m going to concentrate on getting started on a new project for next month, and in the meantime pushing a book review out with what’s left of this month. I’ll post a planning message early in March as usual.

New Release for “Architect of Worlds”

New Release for “Architect of Worlds”

Just a very quick note, for folks who aren’t my patrons and don’t follow me on Facebook. Earlier today, I released a new interim draft of the world-design sequence document from Architect of Worlds. It’s available for free on the Architect of Worlds page on this site.

This is probably the last version of this material I’ll be releasing for free – other sections of the book are exclusive for my patrons, and the book itself is slowly moving toward being ready for final draft and release. I’m kind of hoping that 2022 is the year I finally finish this project.

Still, if you’re interested in this kind of scientific geekery, feel free to have a look.

Planning for February 2022

Planning for February 2022

Well, my day job is a little less demanding as January turns into February – my two big projects for calendar year 2021 are almost finished and I don’t have any big new projects for 2022. At least not yet. So I’m expecting to make good progress on a couple of creative projects this month. Here’s the main list:

  • Top Priority (“this is how I’ll judge whether the month has been successful”)
    • Architect of Worlds: Rewrite sections of the Introduction and Design Sequence segment, based on new research, hopefully simplifying several steps of the sequence having to do with the placement of planets. I may also take this opportunity to update all the worked examples and make all the mathematical notation more consistent.
    • Human Destiny: Finish the novelette “Remnants” for eventual collection and publication.
    • Human Destiny: Finish writing an article for the Cepheus Journal about the game-book project.
  • 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.
    • Human Destiny: Produce a high-level map of terraformed Mars.
    • Human Destiny: Research and produce a timeline for the terraforming of Mars.
    • Scorpius Reach: Write a few new chapters of Second Dawn.
  • Back Burner (“work on this only if everything else gets blocked”):
    • Architect of Worlds: Start work on a section of special cases and additional worldbuilding material that doesn’t fit into the design sequence.
    • 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 (or Cepheus Engine)

The work on Architect of Worlds is probably the top priority this month. The end result there will probably be a version 0.8 draft of the Introduction and World Design Sequence. That new document will be a free update for my patrons.

I’m also considering releasing the new partial for free on this blog site, in an attempt to generate some new interest for the project. There have been a lot of changes and improvements since the version that’s currently available to the public. My patrons will continue to get any further updates to that document as free rewards, until there’s another major overhaul or the book as a whole is about ready for layout and release.

Meanwhile, I should be able to complete the novelette “Remnants” this month, and if that ends up being long enough, I’ll likely make it the charged release for February.

Status Report (30 January 2022)

Status Report (30 January 2022)

Well, the honey and the biscuits are not quite coming out even.

I’m making decent progress on “Remnants,” a new Human Destiny novelette. However, that’s going more slowly than I had expected; I’m discovering that writing a murder mystery is a bit more challenging than my usual genre. I’ve also settled on an indie novel to review before the end of the month, and I’m plowing through that text at a rapid pace. Unfortunately, I don’t think I have enough free hours left before the end of the month to get both tasks finished.

Doing at least one book review a month has to take precedence, so as a result, there will be no charged release for my patrons for January 2022. I’ll most likely be able to finish “Remnants” in the first week or so of February, and that will probably be the next charged release. I haven’t settled on the next major project to get attention, but I suspect I may be looking hard at a major round of revisions to the Architect of Worlds design sequence, based on the new research I mentioned in this post from last week.

More news early in February.

New Models for Planetary Formation

New Models for Planetary Formation

Rings in the protoplanetary disk around the young star HD163296 (Image courtesy of Andrea Isella/Rice University)

The science of planetary formation has been advancing in leaps and bounds for the last decade or two, driven by the discovery of thousands of exoplanets and fine-detail imaging of other planetary systems. This has been giving us a lot of insight into not only the history of our own Solar System, but also the general case of planetary formation elsewhere.

With my Architect of Worlds project, I’ve been trying to keep abreast of the current science while designing a world-building system for use in game design and literary work. The current state of the system is pretty good, I think, but it’s a bit complicated. I’ve built a model that tracks the formation of a system’s primary gas giant (if any), follows that planet as it migrates inward (and possibly outward), and uses the results of that evolution to determine the mass and placement of the rest of the planets. Lots of moving parts there, and a few of the steps are kind of unwieldy.

Now there’s some recent research suggesting that I might be able to simplify the model and still get good results. The pertinent paper is “Planetesimal rings as the cause of the Solar System’s planetary architecture,” by Andre Izidoro et al., released in December 2021. Here’s a layman’s article from Rice University: “Earth isn’t ‘super’ because the sun had rings before planets,” published on 4 January.

The idea is that it wasn’t specifically the migrations of Jupiter that brought about the architecture we see of the inner Solar System. Instead, the protoplanetary disk probably had several “pressure bumps,” places where infalling particles released gases due to the increasing temperature close to the embryonic Sun. These pressure bumps tended to accumulate dust particles, and created an environment where planetesimals could form and coalesce, without continuing to spiral into the Sun. The authors of the paper predict the presence of three such “pressure bumps,” which ended up giving rise to the rocky inner planets, the gas giants, and the Kuiper Belt objects respectively.

The idea makes a lot of sense, especially since we’ve started to get fine-detail images of young stars and their protoplanetary disks, and we sometimes see exactly the system of “rings” that the model would predict. Take the image that leads the Rice University article, which I’ve included above.

Scientifically, speaking, the neat thing about this new model is that it explains several things that previous models (which assumed a more uniform disk and relied on Jupiter-migrations to make things work out) had trouble with – especially the specific isotopic composition of inner-system as opposed to outer-system material. The new model also doesn’t have any trouble producing a small Mercury or Mars, or a planetoid belt (with mixed composition) between Mars and Jupiter.

From my perspective, it may mean that I can simplify the model on which Architect of Worlds is built, making the whole thing much easier for people to use. I’m going to be reading the literature on this, and thinking about the implications.

Status Report (23 January 2022)

Status Report (23 January 2022)

A quick post to update things, as we’re moving into the last week of the month. My day job has been insanely busy so far this month, with two major projects coming to a conclusion more or less at the same time. Still, I’ve survived the critical few days and still gotten some creative work done. Fingers crossed that I’ll hit my major milestones by next Monday.

I’ve just finished putting together a new partial draft of the Human Destiny setting bible and game sourcebook. This is the first draft under the assumption that the eventual product will be published as a Cepheus Engine book – the main block of new material is a complete draft of the character design rules, including all the lifepath tables. A PDF of the draft just went out to all of my patrons as a free update.

I’ve also finished polishing up the existing partial draft of a Human Destiny novelette, with the working title of “Remnants.” This is actually the first Human Destiny story I ever started writing, seven or eight years back, and I’m hoping to finish it over the next few days. If I can get that whipped into shape before the end of the month, it will be a charged release for my patrons.

In other news, I have an opportunity to write an article for the Cepheus Journal, the foremost fanzine for the Cepheus Engine family of games. The article will probably be a summary of the Human Destiny setting, with some designer’s notes about ways in which the eventual game book will be distinctive. Cepheus Journal isn’t a paying market, but that’s okay – I’ll bring in more attention for that particular project that way.

Meanwhile, I still need to finish reading a novel or two for review by the end of the month. I’ve got a couple of promising candidates, but we’ll see how that goes.

Eight days to go, and I think I’m ahead of the usual monthly curve. Hopefully nothing unexpected will get in the way.

Planning for January 2022

Planning for January 2022

Things have been a little hectic here at the Palace lately. The period since Christmas has, ironically, been one of the busiest I’ve had at my day job in some time, with three major projects all coming to a head at the same time and demanding a lot of my attention. On top of that, throw the disruption of the worst surge since the pandemic started and our usual pattern of getting heavy snow in January, and it’s kind of been chaos. Not conducive to getting creative work done.

Still, I have a calm weekend at the moment, and it’s a good time to outline work for the rest of this month.

  • Top Priority (“this is how I’ll judge whether the month has been successful”)
    • Human Destiny: Finish a draft of the character design rules and release the first partial draft of the Human Destiny setting bible as a Cepheus Prime sourcebook.
    • Human Destiny: Finish a new novelette for eventual collection and publication.
    • Human Destiny: Produce a high-level map of terraformed Mars.
    • Human Destiny: Research and produce a timeline for the terraforming of Mars.
  • 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 (or Cepheus Engine)

I’m clearly focusing on the Human Destiny universe some more this month. I’ve actually worked out most of the Martian material, although it’s all scattered notes at the moment, and producing the map is proving a little more challenging than I thought. I’m making good progress on the Cepheus Engine hack for the sourcebook. Meanwhile, I’ve come across one of my older partial stories – possibly the first piece of fiction I ever wrote in the setting that eventually became Human Destiny – and it seems likely that I’ll be able to finish that fairly quickly. So that’s where the low-hanging fruit are at the moment.

For my patrons, the most likely releases this month will be the next partial rough draft of the sourcebook (free release) and the new story (charged release, if it’s long enough). As always, I’ll update as the month progresses and it’s clearer how things are going to go.

2021 in Review

2021 in Review

In some ways, 2021 was a pretty good year at the Palace. The blog has been growing steadily every year since I resumed it in 2018, and 2021 was no exception. We got several thousand distinct views, which isn’t bad for a non-themed, meandering blog by a part-time creative. On the Patreon side of things, I’ve reached almost two dozen active patrons. I’m not sure yet, but I think income from my original work is approaching the level that I make on the long tail from my tabletop industry period years back. Not a bad milestone, even if it’s still orders of magnitude short of “quit the day job” money.

This was the first full year after I started cross-posting to social media. It was also the first full year since I started posting one or two reviews per month of self-published or indie fiction. Those no doubt helped.

As usual, the main factors holding me back are the part-time nature of my work, and the fact that I likely have too many distinct projects under way. Those items make it hard for me to hit major milestones. For example, it’s been over a year since my debut novel, The Curse of Steel, was released – yet the sequel, The Sunlit Lands, is still not nearly complete in first draft. I started a space-opera novel, Second Dawn, for Kindle Vella but that project has been stalled too. My main non-fiction project, Architect of Worlds, made significant progress but still isn’t close to being finished.

My creative style seems to work for me – I don’t get completely blocked very often, and I usually make progress on something every month. I worry that it demands patience from my readers, though.

Anyway. I usually take this opportunity to look back on the top-ten new posts from the previous year. This year looks kind of different on that score. My book reviews are clearly driving some traffic, and when I can connect my work to the popular RPG Traveller, that seems to bring a lot of clicks. Something to keep in mind.

  1. Update: The Scorpius Reach Setting
  2. Two Starships
  3. Abbreviated Architect of Worlds for Traveller
  4. Architect of Worlds: A Side Project
  5. The Scorpius Reach
  6. Review: Saint Dorian and the Witch, by Michael Raship
  7. Review: The Craftsman and the Wizard, by Joel Newton
  8. Notes for a New Project
  9. Architect of Worlds – Current Status
  10. Review: Nothing, by R. J. Goldman

Overall, I think my goals for the coming year are going to involve two meta-objectives: to make progress on all of my outstanding projects, and at the same time to finish one of the book-length items. The best candidates for the latter are Architect of Worlds and The Sunlit Lands. Still, we’ll have to see how things go.

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.