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Planning for November 2023

Planning for November 2023

A little different format this time. Now that the initial layout for Architect of Worlds is complete, I’m in the final push to finish the book for actual release. There are still a number of tasks that need to be done before we get to that point, though. That’s the list that’s going to take center stage for November – and probably for December as well.

The objective is to have Architect of Worlds ready for release by the end of the calendar year. At this moment, it’s looking as if the actual release will not be via self-publication, as I had originally considered. Instead, as I’ve mentioned, there’s a good chance I’ll be working an established small-press publisher to release the book through their own imprint. We haven’t agreed to a deal just yet, and until that happens I’m not going to say who it is. Watch this space for further news – it probably won’t be long before I know what’s going to happen.

Either way, I suspect I/we will be setting the release date at no later than March 2024. I had originally hoped for earlier, but given all the life disasters I’ve been dealing with since July, I’m actually pleased the book won’t be further delayed. Fingers crossed, knock on wood, prayers to whatever deity or luck-granting spirit you subscribe to . . .

So here’s the current list of outstanding tasks:

Editorial Work:

  • Make final alterations to the design sequence or other rules for this edition, based on recent patron and reader feedback.
  • Perform a final editorial pass through the complete text, correcting typos, style inconsistencies, errors in tables or mathematical formulae, and “page XX” references.
  • Generate and lay out the copyright & acknowledgements page.
  • Generate and lay out the Table of Contents.

Art Direction:

  • Create separate “print on demand” (almost entirely greyscale) and “e-book” (full color) layers in the InDesign layout, supporting the production of two release PDFs.
  • Correct all cases where space for filler art was allocated by changing the size of the page’s main text frame, as opposed to placing an explicit object frame.
  • Create greyscale versions of (some) existing full-color images and place those in the layout on the appropriate layer.
  • Generate additional filler art throughout the book, placing both full-color and greyscale versions on the appropriate layers.
  • Create (or receive from publisher) new front and back cover images, and integrate these into the release PDFs.

I’m probably going to work on all of these concurrently, aside from those last-minute changes to the text at the top of the list (that’s the only item that might significantly change the layout). So a clean progress bar is probably not going to work – I’ll just leave the occasional Status Report post here to let everyone know how it’s going.

It should be clear that the window is just about closed for any recommendations for altered “rules” mechanics. If you have anything you’d like to suggest, I suspect that has to be in my hands before, say, 10 November. After that, the major structure of the text is going to be set in stone for this edition. Speak up, or it will have to wait for after-publication articles, or the second edition in a few years.

In the meantime, to the extent I have any unclaimed time (or I need another task for variety) I think I’m going to get back to writing some fiction. Most likely this will be more chapters of Twice-Crowned. If I make enough progress with that between now and the end of the calendar year, I’ll publish a new partial draft as a charged release for my patrons. No predictions – a lot depends on how Architect and some other tasks are doing in the meantime.

We’re on the home stretch!

A Choice of Game Mechanics

A Choice of Game Mechanics

As of today, the initial layout of Architect of Worlds is finished – all of the final-draft text has been dropped into InDesign and laid out on the pages. In fact, given that there are a couple more days before the end of October, I’ve gone ahead and dropped the “Fine-Tuning World Climate” material into the book as well. I’m going to try to get that laid out before I produce an end-of-month PDF for my patrons.

This is a really big milestone. My planning message for November will detail the work that remains to be done, but the bulk of the final editorial work is finished. From here to the release version is a short distance, relatively speaking.

So today, I’m taking a break from Architect to consider some of the projects I might take up afterward. In particular, the possibility of producing one or more RPG sourcebooks tied to my personal literary settings. These include:

  • The Human Destiny: Interstellar science fiction, positioned somewhere between moderately hard SF and conservative space opera, essentially a pastiche of Star Trek in a universe where human beings are decidedly not the dominant culture.
  • Fourth Millennium: Alternate-historical fantasy set in and around the ancient Mediterranean, a world in which Hellenistic civilization is dominant and (at least some of) the gods are real and active in human affairs.
  • The Great Lands: Iron-Age fantasy reminiscent of Robert E. Howard’s Conan stories, in which heroic demigods struggle for glory and the survival of their people.

Of the three, I suspect The Human Destiny and Fourth Millennium are most likely to come to fruition. I do want to do more with The Great Lands, but that setting has been getting a lot less interest from the potential audience, so I’m a bit less motivated to push it forward.

One question that keeps coming up is how these settings might best be translated into tabletop RPG material – in particular, what game system might be the best choice for me to work with and publish under?

My first choice, of course, would be GURPS. I’ve got plenty of experience writing for various editions of GURPS – no fewer than 17 full-length books for which I was sole author, co-author, contributor, or editor would argue for that. To this day I’m fond of the system, and I’m quite convinced that any of my personal settings would translate well into it. Not least because I suspect a lot of GURPS idioms have embedded themselves into my personal world-building style.

The problem is that GURPS doesn’t have any form of open license. It’s certainly possible to write and sell third-party GURPS material. Douglas Cole of Gaming Ballistic, for example, has managed a small but successful product line tied to Dungeon Fantasy. As someone with a long track record of both freelance and on-the-payroll work for SJG, I could probably do the same. The barrier to entry would be steep, though, and probably not something at which a one-man development shop working around the constraints of a day job could succeed.

A few years back, I briefly considered writing my own RPG system. You can probably find a few references to the Eidolon system in old posts here. I eventually set that idea aside, because frankly the market is already absolutely glutted with RPG game systems. Anything I publish along these lines is going to be very marginal to begin with; tying it to an idiosyncratic game system would reduce the audience size from “few” to “none.”

I considered the new Cortex Prime system, and even wrote up a bunch of Human Destiny material for it. I still like that system, but the promised creator-friendly licensing scheme never materialized, so I had to set that aside too.

I thought about publishing Human Destiny under the OGL, possibly by way of Cepheus Engine, but the blowup over the OGL at the beginning of this calendar year kind of scotched that notion. I have absolutely no interest in building a dependency into any of my work that Wizards of the Coast could yank out from under me at any time. There was some talk of placing Cepheus Engine on a different licensing basis, possibly with cooperation from Mongoose Publishing, but I’m not sure how that shook out. I’m still kind of leery. Besides, I’m not entirely convinced that the Traveller-like mechanics of Cepheus Engine would quite fit the Human Destiny setting.

More recently I’ve been looking at Monte Cook’s Cypher, and Chaosium’s Basic Roleplaying (BRP), both of which are available under very creator-friendly licensing terms.

Cypher is perhaps a little more streamlined than I like in a tabletop system, but it seems to have a bigger and growing audience. Monte Cook Games has been pushing it hard this year, especially after the OGL debacle. Cypher is available under its own open license, and the System Reference Document (SRD) is pretty extensive.

On the other hand, Basic Role Playing is an established and very solid system, more GURPS-like than most of the others. It’s been applied to a variety of settings over the years, and I think some of its mechanics would fit my settings very nicely. It’s not clear how much of an audience it has outside the very popular Pendragon, Runequest and Call of Cthulhu games. BRP used to be under a fairly restrictive open license – the SRD included almost nothing but the core task-resolution mechanic – but the most recent release of the engine includes more mechanics, and is apparently going to be placed under the much broader ORC license.

None of this is urgent yet; it’s going to be a while yet before Architect is finally out the door and I can turn to the next big project. Still, that seems to be the current state of play. I need a tabletop game system that will be a good fit for the settings I want to write, which has at least some established audience, and which exists under a licensing scheme for which I won’t have to be a full-time developer and marketer to succeed. It’s encouraging that the intersection of those three sets doesn’t appear to be quite empty . . .

Status Report (14 August 2023)

Status Report (14 August 2023)

Well, the good news is that I’ve just about finished unpacking my library, getting my writing work-center back into fully operational condition. I still have a big pile of boxes and miscellaneous items in the middle of my basement apartment, so I can’t set up my gaming tables yet, and that part of my creative enterprise is still off-line. Maybe in another couple of weeks, if my wife and I can work our way though more of the unpacking and re-homing.

The even better news is that as of this past weekend, I’ve gotten back to work on Architect of Worlds in a major way.

I started by doing a review of the portions of the book I had already laid out, making minor editorial and layout adjustments, adding a few pieces of new text. I also finished the task of correcting all the extended examples in the design sequence – those should be more or less consistent now. As of Sunday evening, I finished that review and moved on to actually laying out new material. If you look at the progress bar in the sidebar on this site, you’ll notice movement there for the first time since late June.

I fully expect to be done laying out the main design sequence by the end of August. The one possible hold-up is that I want to rewrite Step Thirty-Two of the design sequence almost from scratch. The current version of that material is really ugly and hard to apply, and I think I see ways to simplify it and make it a lot more user-friendly. I’ll have to see how long that rewrite takes, but I can’t imagine it will require more than an evening or two.

At the moment, I would estimate a 85% probability that I’ll have a free update for patrons and readers by the end of August, including the entire edited design sequence.

That still leaves a few tasks:

  • Laying out the last two sections of the book
  • Going through the entire draft for a final editing pass, to resolve all the “p. XX” references and correct any last-minute errors
  • Generating or collecting and placing in-line art assets
  • Producing a back cover
  • Building a credits-and-acknowledgements page and a Table of Contents
  • Preparing the book for publication through DriveThruRPG (and possibly through another outlet as well – that conversation is in very early stages, so we’ll see)

I had originally planned to have the book out the door by late this summer, but obviously that’s not going to happen. I still think, barring any further setbacks, that it will be on the market before the end of this calendar year.

Echoes

Echoes

While I continue rooting through my basement, boxing up the last scraps of small items I don’t want to discard, I’m coming across some interesting items.

Back in the 1995-2005 timeframe, I kept many handwritten notes in small notebooks. At the time a lot of my creative thinking happened at the office, or in other places where I didn’t have access to my computer or the Internet, so handwritten notes were very useful. Apparently I still have all of those notebooks, salted away on low shelves or in boxes that haven’t been opened in many years; very few of these got water-damaged in the recent disaster. So, for example, just today I found:

  • An extensive set of notes titled “Life after Steve Jackson Games,” in which I started planning an independent creative career. Most of that plan doesn’t seem to have survived contact with reality, but a few of its features do seem to have been implemented.
  • Huge piles of notes from when I was helping to develop setting material for GURPS Traveller, including the Interstellar Wars setting. More piles of notes that eventually went into Transhuman Space.
  • My own version of the Aldebaran Sector for Traveller, along with a contract (never completed) to write a GURPS Traveller sourcebook titled Grand Frontiers.
  • Notes and hardcopy of the rules for the Game of Empire system I developed for realm-level play in Traveller. This is the game that I refereed for a bunch of GURPS Traveller fans about 2000, developing a ton of background information (including months’ worth of Journal of the Travellers’ Aid Society news items) for the Solomani Rim.
  • Notes for a new generic RPG system. Apparently I was already thinking in terms of developing my own rules mechanics so as to publish game material without running into licensing issues. Probably never going to be developed now, but still interesting.
  • Notes for a realm-management game set in Bronze Age Greece. I think this did get deployed in a GURPS campaign I was running back in the day, although one of my players reacted so badly to the system in its first session that the campaign disbanded almost immediately afterward.
  • Extensive notes for at least three genre settings. One these eventually gave rise to my first complete original novel (the unpublishable one). Another looks very much like an early version of my Human Destiny space opera setting. A third was a fantasy setting I had forgotten about entirely and might now think about revisiting.
  • Extensive musings on philosophy and theology. I’m almost afraid to re-read these in detail. I’m a cheerful solitary regarding such matters, so it doesn’t concern me that my ideas aren’t in lockstep with any extant school of thought. Still, I suspect the me of 2023 might find the me of circa 2000 kind of hard to take.

Quite the treasure trove. Hard to say whether any of it will ever see the light of day again – it’s not as if I don’t have enough creative work to do already – but it’s still interesting reading. All of it’s going in boxes to be preserved.

A Prized Possession

A Prized Possession

While doing some post-flood cleaning and packing in the basement today, I came across a neat item: the one and only exchange of correspondence I ever had with Poul Anderson.

I generally do not engage in fanac. I don’t go to many conventions and I don’t pester my favored authors with my presence. I can count on one hand the number of times a well-known creative has ever been prevailed upon to give me even a moment’s attention. This was an exception, and all the more valuable to me as such.

Back in the late 1990s, I had a contract to write GURPS Traveller: First In, the sourcebook for the Imperial Interstellar Scout Service. A big chunk of that book was going to consist of my update to the old Traveller Book 6 world-building rules – the first (but not the last) attempt I ever made to design plausible new world-building systems for a game.

A lot of my inspiration for world-building had always come from Poul Anderson. He was always famous as one of the SF authors who took the time to make his planetary environments exotic but also scientifically plausible. Read, well, just about any of his Technic History stories if you don’t believe me. I would honestly have put him on a par with Hal Clement in that field.

So when I got to write this book, I asked to do something unusual: I wanted to make a small dedication on the title page. GURPS books generally have never had dedications, but in this case I was allowed to make an exception, so long as Mr. Anderson was cool with it.

So I wrote him a concise, polite letter (yes, a letter, this was back in the 1990s after all) explaining the project and asking for his permission. In due course, back came the self-addressed, stamped envelope with his even more concise and gracious agreement. So the book got its dedication.

At the time, Mr. Anderson was getting along in years, and he passed away a year or so after the book came out. I’m told, however, that a GURPS Traveller fan out in California reached him with a copy of the book at one of his last convention appearances. He got a lengthy opportunity to see the dedication and leaf through the book. The phrase “like a kid in a candy store” was included in the after-action report that got back to me.

We never know just how we might manage to touch people with our work.

David Kano

David Kano

David Kano (150 points)

David Kano is in his late 30s, a burly man with dark skin, close-cropped black hair, and brown eyes.

  • ST 11 [10]; DX 10 [0]; IQ 14 [80]; HT 12 [20].
  • Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 14 [0]; Per 14 [0]; FP 12 [0].
  • Basic Speed 5.5 [0]; Basic Move 5 [0]; Dodge 8.
  • 5’ 10”; 170 lbs.

Social Background

  • TL: 9 [0].
  • CF: Western (Native) [0].
  • Languages: English (Native; Native Language, -6) [0].

Advantages

  • Military Rank 3 (World Space Commission) [15]; Wireless Neural Interface/TL9 – Telecommunication (Radio; Reduced Range, x1/10, -30%; Secure, +20%; Sensie, +80%) [17].

Disadvantages

  • Bad Temper (12 or less, *1) [-10]; Light Sleeper [-5]; Low Empathy [-20]; Truthfulness (12 or less, *1) [-5].
  • Quirks: Proud; Refers to Computer as “she”; Tends to trust Computer’s output too far; Uncongenial; Uninterested in romance. [‑5]

Skills

Administration (A) IQ-1 [1]-13; Astronomy/TL9 (Observational) (A) IQ-1 [1]-13; Beam Weapons/TL9 (Pistol) (E) DX [1]-10; Brawling (E) DX+1 [2]-11; Computer Hacking/TL9 (VH) IQ-1 [4]-13; Computer Operation/TL9 (E) IQ+3 [8]-17; Computer Programming/TL9 (H) IQ+1 [8]-15; Electronics Operation/TL9 (Communications) (A) IQ+1 [4]-15; Electronics Operation/TL9 (Sensors) (A) IQ+1 [4]-15; Electronics Repair/TL9 (Computers) (A) IQ+1 [4]-15; Free Fall (A) DX [2]-10; Games (Backgammon) (E) IQ [1]-14; Games (Chess) (E) IQ+1 [2]-15; Leadership (A) IQ-4 [1]-10 *; Mathematics/TL9 (Computer Science) (H) IQ-1 [2]-13; Navigation/TL9 (Space) (A) IQ-1 [1]-13; Piloting/TL9 (High-Performance Spacecraft) (A) DX [2]-10; Savoir-Faire (Military) (E) IQ-3 [1]-11 *; Shiphandling/TL9 (Spaceship) (H) IQ-2 [1]-12; Spacer/TL9 (E) IQ [1]-14; Vacc Suit/TL9 (A) DX [2]-10.

* Includes -3 from Low Empathy.

Biographical Information

David Kano was born in 2011 in St. Andrew, Jamaica. He came from an impoverished family but showed considerable talent with computers at a very young age. He earned a full scholarship to study mathematics and computer science at Stanford University in California, earning his doctorate in 2043.

While at university, Kano became involved with early experiments in brain-computer interfaces. He volunteered to be one of three test subjects for a highly experimental wireless implant. The experiment was nearly a failure; the other two volunteers suffered severe neurological damage, but Kano emerged with the ability to interact with computers almost by instinct.

After earning his doctorate, Kano joined the World Space Commission and served in several postings on and near Earth. Early in 2049, he was transferred to Moonbase Alpha as the new head of the Technical Section.

Kano is a somewhat eccentric genius, very comfortable with computers and computer networks but awkward and standoffish with people. His colleagues in Main Mission rely on his technical skills, but he is rarely put in a command or leadership position.

Kano is very aware of his intellect and accomplishments; he sometimes loses patience with the slowness or clumsiness of others. He makes few friends and appears to have no interest in romantic attachments. He is quite fond of strategy games and sometimes challenges his colleagues to a round of backgammon or chess.

Sandra Benes

Sandra Benes

Sandra Benes (150 points)

Sandra Benes is in her mid-20s, petite, with a round face, black hair, and brown eyes.

  • ST 8 [-20]; DX 12 [40]; IQ 14 [80]; HT 11 [10].
  • Damage 1d-3/1d-2; BL 13 lbs.; HP 8 [0]; Will 14 [0]; Per 14 [0]; FP 11 [0].
  • Basic Speed 5.75 [0]; Basic Move 5 [0]; Dodge 8.
  • 5’ 2”; 125 lbs.

Social Background

  • TL: 9 [0].
  • CF: East Asian [1]; South Asian [1]; Western (Native) [0].
  • Languages: Burmese (Accented; Spoken) [2]; English (Native; Native Language, -6) [0]; French (Accented) [4]; Hindi (Accented; Spoken) [2]; Mandarin (Accented; Spoken) [2]; Portuguese (Accented) [4].

Advantages

  • Appearance (Attractive) [4]; Military Rank 3 (World Space Commission) [15].

Disadvantages

  • Combat Paralysis [-15]; Curious (12 or less, *1) [-5]; Pacifism (Self-Defense Only) [-15]; Shyness (Mild) [-5].
  • Quirks: Attentive; Emotionally delicate; Imaginative; Nervous around doctors; Strong aesthetic sense. [‑5]

Skills

Administration (A) IQ [2]-14; Beam Weapons/TL9 (Pistol) (E) DX [1]-12; Computer Operation/TL9 (E) IQ+1 [2]-15; Computer Programming/TL9 (H) IQ [4]-14; Electrician/TL9 (A) IQ [2]-14; Electronics Operation/TL9 (Communications) (A) IQ+1 [4]-15; Electronics Operation/TL9 (Electronic Warfare) (A) IQ [2]-14; Electronics Operation/TL9 (Security) (A) IQ [2]-14; Electronics Operation/TL9 (Sensors) (A) IQ+1 [4]-15; Electronics Operation/TL9 (Surveillance) (A) IQ [2]-14; Electronics Repair/TL9 (Communications) (A) IQ [2]-14; Electronics Repair/TL9 (Computers) (A) IQ [2]-14; Electronics Repair/TL9 (Sensors) (A) IQ [2]-14; Engineer/TL9 (Electronics) (H) IQ [4]-14; Free Fall (A) DX [2]-12; Linguistics (H) IQ-1 [2]-13; Literature (H) IQ-1 [2]-13; Mathematics/TL9 (Applied) (H) IQ-1 [2]-13; Poetry (A) IQ [2]-14; Savoir-Faire (Military) (E) IQ-1 [1]-13 *; Vacc Suit/TL9 (A) DX [2]-12; Writing (A) IQ [2]-14.

* Includes -1 from Shyness (Mild).

Biographical Information

Sandra Benes was born in 2023 in Bandar Seri Begawan, Brunei. Her father was the world-famous engineer and inventor Lawrence Benes, developer of the Interstellar Transmitter system for deep-space communications. Her mother was Nan Sanda, a Burmese journalist and poet.

As a young woman, Benes lived in many places around the world, speaking six languages fluently by the age of twelve. She studied electronics while working in her father’s lab, and earned a doctorate in electronic engineering from Nanyang Technological University (Singapore) in 2048. Benes joined the World Space Commission early in 2049, and was quickly assigned to Moonbase Alpha as the new head of the Communications and Telemetry Section.

Benes is a brilliant and extremely competent technician, a talented natural linguist, and a self-taught expert in several fields of human literature. She has a strong aesthetic sense, and is often first of the Alphans to remark on the beauty to be found even amid the dangers of deep space. She tends to be underestimated in person; she is physically petite, and is rather shy and unassuming in social situations. She has been known to “freeze up” or faint outright when subjected to sudden stress or shock. Only when working in a professional capacity does she become assured and confident. Even so, she is a critical member of Alpha’s command crew, often involved in scientific investigations or first-contact situations.

Alan Carter

Alan Carter

Alan Carter (150 points)

Alan Carter is in his early 30s, with boyishly handsome features, light brown hair, and bright blue eyes.

  • ST 10 [0]; DX 14 [80]; IQ 12 [40]; HT 10 [0].
  • Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 12 [0]; Per 12 [0]; FP 10 [0].
  • Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
  • 5’ 6”; 160 lbs.

Social Background

  • TL: 9 [0].
  • CF: Western [0].
  • Languages: English (Native) [0].

Advantages

  • Fearlessness 5 [10]; Military Rank (World Space Commission) 4 [20].

Disadvantages

  • Code of Honor (Soldier’s) [-10]; Honesty (12 or less, *1) [-10]; Overconfidence (12 or less, *1) [-5]; Sense of Duty (Large Group; Moonbase Alpha Inhabitants) [-10]; Truthfulness (12 or less, *1) [-5].
  • Quirks: “Send me in, Commander!”; Aromantic (lost love); Cocky demeanor; Congenial; Proud. [‑5]

Skills

Astronomy/TL9 (Observational) (A) IQ-1 [1]-11; Beam Weapons/TL9 (Pistol) (E) DX [1]-14; Beam Weapons/TL9 (Rifle) (E) DX [1]-14; Brawling (E) DX [1]-14; Climbing (A) DX-1 [1]-13; Computer Operation/TL9 (E) IQ [1]-12; Driving/TL9 (Automobile) (A) DX-1 [1]-13; Electronics Operation/TL9 (Communications) (A) IQ [2]-12; Electronics Operation/TL9 (Force Shields) (A) IQ [2]-12; Electronics Operation/TL9 (Sensors) (A) IQ [2]-12; Electronics Repair/TL9 (Communications) (A) IQ [2]-12; Electronics Repair/TL9 (Sensors) (A) IQ [2]-12; Engineer/TL9 (Spaceship) (H) IQ-1 [2]-11; Free Fall (A) DX [2]-14; Gunner/TL9 (Beams) (E) DX [1]-14; Leadership (A) IQ [2]-12; Mathematics/TL9 (Applied) (H) IQ-2 [1]-10; Navigation/TL9 (Space) (A) IQ [2]-12; Piloting/TL9 (Aerospace) (A) DX [2]-14; Piloting/TL9 (High-Performance Spacecraft) (A) DX+1 [4]-15; Piloting/TL9 (Light Airplane) (A) DX-1 [1]-13; Riding (Equines) (A) DX-1 [1]-13; Savoir-Faire (Military) (E) IQ [1]-12; Shiphandling/TL9 (Spaceship) (H) IQ [3]-12; Spacer/TL9 (E) IQ [1]-12; Survival (Plains) (A) Per [2]-12; Swimming (E) HT [1]-10; Tactics (H) IQ-2 [1]-10; Vacc Suit/TL9 (A) DX-1 [1]-13.

Biographical Information

Alan Carter was born in 2016 in Sydney, Australia. He grew up on an Australian cattle ranch, where he spent most of his time outdoors and on horseback. From an early age he demonstrated talent as a pilot, earning his license as a pre-teenager and flying his family’s light aircraft all over the country.

In 2034, Carter joined the Royal Australian Air Force, serving in the Pacific War and flying many combat missions. After the war he applied for an astronaut’s position with the US/Australian Space Cooperation Program, later serving in the World Space Commission. He advanced quickly, commanding the third manned Mars expedition in 2047. Early in 2049 he was assigned to Moonbase Alpha as the Reconnaissance Section lead, and was the lead candidate for command of the upcoming Meta expedition.

Carter is a superb athlete and pilot, a natural-born adventurer who is proud of his abilities. He insists on being the first to venture into any dangerous situation, and he has the skills and the sheer courage to survive them.

Although Carter is widely respected and admired among the Moonbase Alpha crew, he is not known to have any interest in romantic relationships; female (and male) crew members who sound him out are all politely rebuffed. In fact, Carter was bitterly heartbroken in his youth, when a young woman he passionately loved was killed in a terrorist attack. Unwilling to risk such a loss again, Carter has transferred his passions to adventure, flying, and protecting his friends and colleagues.

Paul Morrow

Paul Morrow

Paul Morrow (150 points)

Paul Morrow is in his early 30s, with handsome features, light brown hair, and brown eyes.

  • ST 11 [10]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
  • Damage 1d-1/1d+1; BL 24 lbs.; HP 11 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0].
  • Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
  • 6’ even; 165 lbs.

Social Background

  • TL: 9 [0].
  • CF: Western [0].
  • Languages: English (Native) [0].

Advantages

  • Military Rank (World Space Commission) 4 [20].

Disadvantages

  • Gregarious [-10]; Honesty (12 or less, *1) [-10]; Pacifism (Cannot Harm Innocents) [-10]; Sense of Duty (Small Group; Friends and current love interest) [-5].
  • Quirks: Fond of playing the guitar; Homesick for Earth; Mild womanizer; Outspoken; Responsive. [‑5]

Skills

Accounting (H) IQ-1 [2]-12; Administration (A) IQ+1 [4]-14; Astronomy/TL9 (Observational) (A) IQ-1 [1]-12; Beam Weapons/TL9 (Pistol) (E) DX+1 [2]-13; Brawling (E) DX+2 [4]-14; Computer Operation/TL9 (E) IQ+1 [2]-14; Computer Programming/TL9 (H) IQ-1 [2]-12; Driving/TL9 (Automobile) (A) DX-1 [1]-11; Electronics Operation/TL9 (Communications) (A) IQ [2]-13; Electronics Operation/TL9 (Security) (A) IQ-1 [1]-12; Electronics Operation/TL9 (Sensors) (A) IQ-1 [1]-12; Free Fall (A) DX [2]-12; Gunner/TL9 (Beams) (E) DX [1]-12; Leadership (A) IQ-1 [1]-12; Musical Instrument (Guitar) (H) IQ-1 [2]-12; Navigation/TL9 (Space) (A) IQ-1 [1]-12; Piloting/TL9 (High-Performance Spacecraft) (A) DX+1 [4]-13; Savoir-Faire (Military) (E) IQ [1]-13; Shiphandling/TL9 (Spaceship) (H) IQ-1 [2]-12; Spacer/TL9 (E) IQ [1]-13; Survival (Plains) (A) Per-1 [1]-12; Vacc Suit/TL9 (A) DX [2]-12.

Biographical Information

Paul Morrow was born in 2017 in London, in the United Kingdom. As a young man, he studied administration and data science at the Imperial College London. In his spare hours, he pursued music, women, and the occasional brawl in London’s pubs. Even so, by 2039 he earned a master’s degree with distinction. A lifelong interest in the space program led him to apply for a position with the new World Space Commission.

Morrow was first posted to Moonbase Alpha in 2043 as a senior administrator. By 2049, he had been promoted to Main Mission Controller, essentially the base’s second-in-command, serving first under Anton Gorski and then under John Koenig.

Morrow is a competent administrator, technician, and pilot. Despite his para-military position, he has the demeanor of a lifelong civilian. He has a habit of speaking his mind, and has more than once come into direct conflict with Commander Koenig. Even so, he is a valued member of the command staff, and the Commander relies on him in a crisis.

Morrow has settled down considerably since his wild days of youth, although he still enjoys playing cards or chess or making music. He is often engaged in a polite and discreet pursuit of one or another female colleague. Under the surface, he finds existence on the runaway Moon to be stifling and alienating. He is often homesick for Earth. Whenever the Moon passes an even remotely hospitable world, he is often a strong advocate for Operation Exodus – the abandonment of Alpha for a new settlement.

Fourth Millennium

Fourth Millennium

Alexandros III of Makedon, called “The Great,” first Great King of the Argead dynasty (2702-2735 EK) (Image by Arienne King, original found here)

By the reckoning of years used in the Danassan Hegemony, the date is 3000 Ἔτος Κόσμου, the three thousandth year since the creation of the world. A new millennium is at hand, an age of prosperous cities and growing empires, new gods and ancient mysteries, science and darkest magic. It seems likely to be an age of conflict as well. Ambitious generals and kings struggle for power, and barbarian peoples look with envy on the wealth and sophistication of civilized lands. What history will reveal next, not even the gods can know for sure.

Fourth Millennium has been conceived as a game setting, derived from some of my own fiction: short stories set in the Greek “Heroic Age” as well as the novel-in-progress Twice-Crowned and its eventual sequels. It’s grown past its literary beginnings, though, taking on shape as a rich alternate-historical fantasy world.

Fourth Millennium echoes the Mediterranean world of our own history, in the first century before the Common Era . . . but fate has taken its own turns here. An offshoot of Minoan civilization survived, creating a neo-Hellenic culture in which women hold religious and political power. The Peloponnesian War may have taken place, but its outcome was less viciously harmful to the Hellenic civilization at its peak. Alexander the Great may have died young, but his son survived and came out on top of the civil wars that followed his death. The Roman Republic is on the rise, but it faces tough competition in the East, in the form of an Hellenistic world that is stronger and more unified.

Adventurers can come from a variety of origins: Greeks of several varieties, Romans and other Latins, Celts, Germans, Berbers, Egyptians, Phoenicians, Judeans, Persians, and many more. They may be warriors and soldiers, oracles and seers, legates and senators, or philosophers and scientists. There will be a variety of possible campaign structures: military stories, politics and intrigue, high-stakes commercial ventures, mysteries, exploration, possibly all of these at once.

The concept in my head is for a Cypher System game, published under the Monte Cook Games open license. I can already see the broad outlines of the game, and a lot of details that will fit the setting. I’m still debating whether to write one book or two here – there may be so much setting detail, so much to suggest a variety of structures for campaigns and adventures, that it won’t all fit in one volume.

Best guess is that I’ll be pulling together notes for Fourth Millennium while I work on getting Architect of Worlds out the door in the first half of this year. I might post a few fragments and notes here, or push them to my patrons as small freebies. Once Architect is finished, assuming my muse is still engaged by then, serious work on this project is likely to get under way.

Have to say, the more I think about this project the more excited I am for it. The ancient Mediterranean world has been a personal fascination for over half my life; it will be nice to get back to it as a game designer. Not to mention I’ve learned a lot since I wrote GURPS Greece, coming up on thirty years ago . . .