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Helena Russell

Helena Russell

Doctor Helena Russell (150 points)

Helena Russell is 40 years old, with delicate features, carefully coiffed blonde hair, and grey eyes.

  • ST 10 [0]; DX 11 [20]; IQ 14 [80]; HT 10 [0].
  • Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 14 [0]; Per 14 [0]; FP 10 [0].
  • Basic Speed 6.25 [0]; Basic Move 5 [0]; Dodge 8.
  • 5’9”; 135 lbs.

Social Background

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

Advantages

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

Disadvantages

  • Code of Honor (Professional) [-5]; Combat Paralysis [-15]; Sense of Duty (Large Group; Moonbase Alpha Inhabitants) [-10]; Stubbornness [-5].
  • Quirks: Attentive; Prefers mundane explanations for unusual occurrences; Responsive; Tends to diagnose problems as “radiation sickness”; Very soft-spoken. [‑5]

Skills

Administration (A) IQ [2]-14; Artist (Sculpting) (H) IQ-2 [1]-12; Beam Weapons/TL9 (Pistol) (E) DX [1]-11; Chemistry/TL9 (H) IQ-1 [2]-13; Computer Operation/TL9 (E) IQ [1]-14; Detect Lies (H) Per+1 [1]-15 *; Diagnosis/TL9 (Human) (H) IQ+1 [8]-15; Diplomacy (H) IQ [4]-14; Driving/TL9 (Automobile) (A) DX-1 [1]-10; Electronics Operation/TL9 (Medical) (A) IQ [2]-14; Electronics Repair/TL9 (Medical) (A) IQ [2]-14; Gardening (E) IQ [1]-14; Naturalist (Earthlike) (H) IQ-2 [1]-12; Pharmacy/TL9 (Synthetic) (H) IQ-1 [2]-13; Physician/TL9 (Human) (H) IQ+1 [8]-15; Physiology/TL9 (Human) (H) IQ-1 [2]-13; Psychology (Human) (H) IQ-1 [2]-13; Research/TL9 (A) IQ [2]-14; Savoir-Faire (Military) (E) IQ [1]-14; Surgery/TL9 (Human) (VH) IQ [8]-14; Teaching (A) IQ [2]-14; Vacc Suit/TL9 (A) DX-1 [1]-10; Writing (A) IQ-1 [1]-13.

* Includes +3 from Empathy.

Biographical Information

Helena Russell was born Helena Goldmann in 2009 in Denver, in the United States. Her parents were physicians; she followed in their footsteps, earning advanced degrees in medicine and psychology from Columbia University in New York. It was there that she met Lee Russell, a fellow student who was specializing in space medicine. After finishing their graduate work, the two of them married in 2035. They spent the years of the Pacific War serving the United States Space Force as medical officers.

After the war, the Russells joined the World Space Commission, becoming deeply involved in the push for long-term expeditions and permanent manned outposts in space. In particular, Helena Russell became highly influential in the design of space habitats. Her introduction of solariums and “green spaces” into Moonbase Alpha residential sections did much to improve crew morale, and earned her the prestigious Donnelmyer Award in 2043.

Dr. Lee Russell went missing, and was presumed dead, in the loss of the second manned Jupiter expedition in 2044. Dr. Helena Russell has not remarried. She responded to the tragedy by throwing herself into her work, and beginning to accept deep-space assignments of her own. She was posted to Moonbase Alpha in late 2048 as its Chief Medical Officer.

Dr. Russell is a committed and effective physician, who cares deeply for her patients and has a gift for understanding the human psyche. If she has a weakness in her role, it is in her ability to adjust to the dangers and strangeness of life in deep space. She has a tendency to “freeze up” in situations of immediate danger or violence. She also tends to look for tried and familiar solutions to problems, often overlooking evidence that a situation is genuinely new and unprecedented.

John Koenig

John Koenig

Commander John Koenig (150 points)

John Koenig is in his early 40s, with craggy features, a shock of black hair, and intense blue eyes.

  • ST 10 [0]; DX 12 [40]; IQ 13 [60]; HT 12 [20].
  • Damage 1d-2/1d; BL 20 lbs.; HP 10 [0]; Will 13 [0]; Per 13 [0]; FP 12 [0].
  • Basic Speed 6.00 [0]; Basic Move 6 [0]; Dodge 9.
  • 6’1”; 165 lbs.

Social Background

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

Advantages

  • Military Rank (World Space Commission) 5 [25].

Disadvantages

  • Bad Temper (12 or less) [-10]; Code of Honor (Soldier’s) [-10]; Guilt Complex [-5]; Sense of Duty (Moonbase Alpha Inhabitants) [-10]; Workaholic [-5].
  • Quirks: Broad-Minded; Careful; Likes jazz music; Ruthless with quick decisions; Uncongenial. [‑5]

Skills

Administration (A) IQ [2]-13; Astronomy/TL9 (H) IQ-1 [2]-12; Beam Weapons/TL9 (Pistol) (E) DX+1 [2]-13; Brawling (E) DX+1 [2]-13; Computer Operation/TL9 (E) IQ [1]-13; Driving/TL9 (Automobile) (A) DX [2]-12; Electronics Operation/TL9 (Communications) (A) IQ-1 [1]-12; Electronics Operation/TL9 (Sensors) (A) IQ-1 [1]-12; Engineer/TL9 (Spaceship) (H) IQ-1 [2]-12; First Aid/TL9 (Human) (E) IQ [1]-13; Free Fall (A) DX [2]-12; Games (Kendo) (E) IQ [1]-13; Gunner/TL9 (Beams) (E) DX [1]-12; Intimidation (A) Will-1 [1]-12; Leadership (A) IQ [2]-13; Mathematics/TL9 (Applied) (H) IQ-1 [2]-12; Navigation/TL9 (Space) (A) IQ-1 [1]-12; Physics/TL9 (VH) IQ-3 [1]-10; Piloting/TL9 (Aerospace) (A) DX [2]-12; Piloting/TL9 (High-Performance Spacecraft) (A) DX+1 [4]-13; Public Speaking (Oratory) (E) IQ [1]-13; Savoir-Faire (Dojo) (E) IQ [1]-13; Savoir-Faire (Military) (E) IQ [1]-13; Shiphandling/TL9 (Spaceship) (H) IQ-1 [2]-12; Soldier/TL9 (A) IQ-1 [1]-12; Spacer/TL9 (E) IQ+1 [2]-14; Stealth (A) DX [2]-12; Swimming (E) HT [1]-12; Tactics (H) IQ-1 [2]-12; Two-Handed Sword Sport (A) DX-1 [1]-11; Vacc Suit/TL9 (A) DX [2]-12; Writing (A) IQ-1 [1]-12.

Biographical Information

John Koenig was born in 2007 in New York City, in the United States. He was orphaned in his late teens and has no close family. He studied astrophysics and space engineering at the Massachusetts Institute of Technology, where he met and struck up an enduring friendship with Victor Bergman. The world-famous scientist has served Koenig as a mentor and father-figure for most of his adult life.

Koenig joined the American astronaut program, but his career was interrupted by the outbreak of the Pacific War in 2035. Throughout the war he served in the United States Space Force, flying several combat missions. Koenig’s wife was killed in the Chinese missile strike on Los Angeles in 2037. He has not remarried.

After the Pacific War, Koenig resumed his career as an astronaut, this time working for the new World Space Commission. He served several tours at the growing Moonbase Alpha from 2038 onward, and was posted as the base’s commanding officer just before Breakaway in 2049.

Koenig has a good reputation as an administrator and commander, known for ruthlessly practical decision-making. He is often short-tempered, capable of outbursts of anger or frustration, more likely to bark orders than to seek consensus among his subordinates. However, he is also deeply concerned for the welfare of his crew and the success of his assigned mission.

Breakaway!

Breakaway!

One of my guilty pleasures is the 1970s TV show Space: 1999. I’ve been rewatching it lately, and something about it seems to have engaged one of my spare backup Muses.

Space: 1999 was a very odd duck, kind of the epitome of the kind of science-fiction programming you’d find on British TV in the 1970s. Probably due to its creators, the inestimable Gerry and Sylvia Anderson. It’s a mix of hard SF and wild space-operatic fantasy, with FX that were superb at the time but that look very dated today, and writing that veered from interesting to horrible. The cast were very good, and they did the best they could with the material they were handed.

For the past couple of weeks I’ve been thinking about building a RPG scenario around a similar premise. It seemed likely that I would need to update the technology a bit, and the timeline, and find a way to make the core premise more palatable. Still, I find the basic notion – a near-future space outpost, on a course it can’t control, its crew trying to survive a series of challenges – quite appealing.

So here’s a side project that I might post freebies for, on an occasional basis. The working title is Space: 2049, and it will probably end up as a collection of notes and RPG material updating the original show for a more modern sensibility. I’ll probably use GURPS for the game-oriented pieces, since this is all going to be fan-derivative work for free anyway.

To begin with, have a timeline!

Timeline of Moonbase Alpha – to Breakaway

1990Birth of Victor Bergman, in London, United Kingdom.
2007Birth of John Koenig, in New York City, United States.
2009Birth of Helena Russell, in Denver, United States.
2011Birth of David Kano, in St. Andrew, Jamaica.
2013Birth of Robert Mathias, in New York City, United States.
2016Birth of Alan Carter, in Sydney, Australia.

Birth of Antony Verdeschi, in Florence, Italy.

While teaching at the Massachusetts Institute of Technology (MIT), Victor Bergman has an annus mirabilis, publishing no fewer than five papers to revolutionize modern physics. In particular, Bergman’s theories suggest the possibility of direct control of gravitational forces.
2017Birth of Paul Morrow, in London, United Kingdom.
2018Birth of Tanya Aleksandr, in Weimar, Germany.
2023Birth of Sandra Benes, in Bandar Seri Begawan, Brunei.
2028First practical applications of Bergman gravitational technology are developed. The new technology promises to revolutionize transportation, especially in space.
2029While attending MIT, John Koenig meets Victor Bergman, who becomes his lifelong mentor and advisor.
2033Victor Bergman is awarded the Nobel Prize in Physics.

Construction of Moonbase Alpha begins in the crater Plato, by the American space agency NASA. The new base is intended as an industrial center, and a headquarters to coordinate exploration of the solar system.
2035Launch of the Sojourner One probe, an unmanned vehicle using the experimental fast-neutron drive invented by Dr. Ernst Queller. The probe appears to be successful, but vanishes without a trace within days of launch.

Launch of the Sojourner Two probe ends in disaster when the Queller drive cuts in too early, killing hundreds of people. Dr. Ernst Queller is found not to be at fault, but he goes into seclusion regardless.

Outbreak of the Pacific War, a global conflict between democratic and authoritarian power blocs. Construction of Moonbase Alpha, and other space exploration activity, is paused during the conflict.
2038End of the Pacific War, after Earth narrowly avoids a nuclear exchange.

A number of new international institutions are established in the aftermath, to stabilize the global community and deal with several ongoing crises. Among these is the World Space Commission, a unified body coordinating human space-exploration efforts. A new era in manned exploration of the solar system begins.

The World Space Commission takes oversight of the Moonbase Alpha project, resuming construction. Bergman gravitational technology is integrated into the base’s design and architecture.

World Space Commission awards contracts for the development of a new transport spacecraft applying Bergman gravitational technology – the Eagle.
2042First Eagle transport spacecraft are deployed.
2044Manned expedition to Jupiter is lost after a massive engine failure. Lee Russell, medical officer and husband of Dr. Helena Russell, is presumed dead.

Discovery of the “ninth planet,” a small ice giant orbiting Sol at distances between 360 and 600 AU. The new planet is named Ultra.
2046Several Hawk fighter craft are deployed to defend against a putative attack on Earth from space.

Manned expedition to Ultra departs, commanded by Tony Cellini.
2047Expedition to Ultra returns to Earth, with Tony Cellini as its sole survivor. Cellini is grounded after a diagnosis of severe psychological strain and paranoid delusions, but has a partial recovery and is later reassigned to Moonbase Alpha.

Working at Moonbase Alpha, Victor Bergman discovers the so-called Meta Signal, a pattern of phased gravitational waves that seems to carry considerable encoded information. World Space Commission announces the first evidence of intelligent life in space.
2048Victor Bergman hypothesizes that humans could use gravitational waves to respond to the Meta Signal. He begins an effort to decode and translate the signal, but progress is very slow.
2049A scientific expedition is planned to the apparent source of the Meta Signal. Construction of the spacecraft begins at Moonbase Alpha.

9 September: John Koenig arrives on Moonbase Alpha as its new Commander, replacing Anton Gorski. Koenig has been assigned to get the Meta expedition launched, but he discovers an outbreak of medical and psychological issues among the crew, far worse than he had been led to believe.

12 September: Commissioner Gerald Simmonds arrives on Moonbase Alpha and immediately comes into conflict with Commander Koenig, who remains cautious about pushing forward the Meta project. Simmonds begins to insist that the expedition move into its next phase without further delay, and also presses to have Dr. Bergman issue an immediate response to the Meta Signal.

13 September: “Breakaway.” On the insistence of Commissioner Simmonds, Koenig authorizes a first response to the Meta Signal. The result is catastrophic – intensely focused artificial gravitation, which reaches out from deep space and accelerates the Moon out of Earth’s orbit. Moonbase Alpha finds itself hurtling into deep space, at speeds which make any evacuation back to Earth problematic.

16 September: The runaway Moon disappears entirely from Earth’s view, and all contact with Moonbase Alpha is lost. In fact, the human response to the Meta Signal has engaged a billions-of-years-old Forerunner stargate network. The Moon is now being conveyed through the network to an unknown destination.
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.

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.

Status Report (29 May 2021)

Status Report (29 May 2021)

A very quick note: I’ve just finished the next section of the Architect of Worlds draft, titled “Working with Astronomical Data.” This is about 13500 words on where to get authoritative scientific data about real-world stars and exoplanets, and how to marry that information with the Architect of Worlds design sequence, so you can build plausible planetary systems.

That section is available for my patrons only at this point. If you’re interested in that material, or in Architect of Worlds in general, please consider signing up for my Patreon at any level: https://www.patreon.com/Sharrukin.

An “Architect of Worlds” Teaser

An “Architect of Worlds” Teaser

I’ve been working on a new section of the book, with the overall title of “Working with Astronomical Data.” Here’s a list of topic headers for the material I’ve produced over the past week or two, about 7000 words in all:

  • Star Names and Star Catalogs
    • The International Astronomical Union (IAU)
    • The VizieR Catalog Reference Service
    • Traditional Astronomy
      • The Ptolemaic Constellations
      • Proper Names for the Stars
    • Bayer Designation
    • Flamsteed Designation
    • The Durchmusterung Catalogs
    • The Henry Draper Catalog
    • The Gliese Catalogs
    • The Hipparcos Catalogs
    • The Gaia Data Releases
    • Other Data Sources
      • SIMBAD
      • NASA Exoplanet Archive
      • Wikipedia
  • Developing Inputs for Interstellar Maps and the Design Sequence
    • Star Positions
      • Equatorial Coordinates
      • Deriving Cartesian Coordinates from Equatorial Coordinates
      • Galactic Coordinates
      • Deriving Cartesian Coordinates from Galactic Coordinates

Lots more to work on in this section. I’m not at all sure whether I’ll have the whole section finished by the end of this month, but if there’s enough there (say, 15000 words or more) then I’ll make the interim draft a charged release for my patrons, after which they’ll get free updates while I keep working on and adding to the material.

Once this section is finished, there will be only two more chunks of the book that need to be written: the “how to generate random maps of interstellar space” and “special cases that don’t fit neatly into the main design sequence.” I’m beginning to think I’ll have a complete pre-layout draft for Architect of Worlds by the end of summer 2021 . . . which means the first edition of the book may be ready for release late this year or early in 2022.

Abbreviated Architect of Worlds for Traveller

Abbreviated Architect of Worlds for Traveller

I’ve finished designing the first draft of an abbreviated Architect of Worlds design sequence specifically for the roleplaying game Traveller. It should be compatible with any version of Traveller that uses the standard UWP codes, including GURPS Traveller. It’s available at the following link:

Abbreviated Architect of Worlds for Traveller (27 April 2021)

It’s also available on the main Architect of Worlds page.

Unlike most of my work, this document is not entirely covered by my copyright, and I freely grant permission to share or redistribute it, so long as the attribution is not altered. I’d be interested in hearing from any Traveller referees or players who experiment with it!

Architect of Worlds – Current Status

Architect of Worlds – Current Status

A quick note to let interested parties know how the Architect of Worlds project is going, and where to get the most recent material.

In December, I finished the initial design of the Architect of Worlds design sequence. For the first time, the whole process was complete: designing a star system, its planets, and the surface environments for individual worlds. That version of the design sequence is still available for free on the Architect of Worlds page.

However, in December I also released that version of the design sequence as a charged release for patrons, with the promise that they would get free updates in the future. There have been several rounds of revision and improvement to the material since then, released only to my patrons. So while the version available for free on this site is complete – you could certainly design worlds with it – it’s not the latest and greatest.

If you want to keep getting the most recent updates to the design sequence, you’ll need to sign up as a patron at the Basic Support level or higher. Patrons will also see other sections of the draft as I write those. If and when the book is published – maybe this year, more likely sometime in 2022 – patrons at the Intermediate Support level or higher will be guaranteed a free copy. I’ll probably also hand out a few free copies for folks who have been particularly helpful in playtesting.

Feel free to drop me a line if you have any questions.

Looking Backward: Game of Empire

Looking Backward: Game of Empire

One of the more interesting phases of my creative career was my involvement with the Traveller tabletop roleplaying game. Between 1999 and 2005, I wrote, co-authored, or edited at least seven books for the GURPS Traveller product line. In fact, for much of that time, I was effectively the backup Line Editor, assisting Loren K. Wiseman in that capacity, and even taking over entirely for a few months at one point. It was a neat experience; I kind of miss it even today.

In 2000, I was writing the Solomani Rim sector book for GURPS Traveller. I was also helping Loren to produce an online edition of Journal of the Traveller’s Aid Society (JTAS), the venerable Traveller fan magazine. One thing I did in that period was to help Loren wrangle Traveller News Service (TNS) entries, little scraps of “current events” from the Third Imperium setting that were meant to maintain the game’s meta-plot and suggest interesting adventures.

There was a side project I undertook, relevant to all of that activity: a set of rules with the working title of Game of Empire. This was a set of Traveller meta-rules, designed to allow “movers and shakers” roleplaying across a region of space. Instead of playing ordinary Imperial citizens, players could take on the role of very senior nobles, megacorporate executives, planetary political leaders, rebel-faction commanders, and so on. The actions and decisions they carried out would affect whole worlds. There was some resemblance to other Traveller products such as Pocket Empires or Dynasties, although the scale and emphasis were a bit different.

As part of the project, I wrote up a scenario, titled The Alderamin Scramble. The premise was that an Imperial duke’s title had fallen vacant in the Solomani Rim sector, and a number of notables were in a position to compete for an appointment to that seat. There were a lot of other events in the scenario – at least two local wars, a visit from Empress Iolanthe to the Rim, and so on.

I recruited 20 players from the JTAS message boards, and we spent several months “playtesting” the ruleset and the Alderamin Scramble scenario. It was a lot of fun – and along the way, we generated dozens of potential TNS items. I think most of the TNS entries from the in-game years 1119 through 1122 came out of that one game.

I often thought about building Game of Empire into something that could be published. I did write a second edition of the ruleset, based on our experience with the playtest, and thought about running more games with that. Unfortunately, with one thing and another, further development never happened before GURPS Traveller started dying on the vine a few years later.

In fact, I somehow misplaced my copy of the game’s files at some point. Fortunately, in 2017, I happened to be talking with Keith Alan Johnson when he mentioned he had a complete copy of both versions of the rules, the Alderamin Scramble scenario, and a bunch of his notes from the playtest. He was generous enough to bundle the whole package up and send it to me.

At the time, I still didn’t have any place to publish the game, but that may be changing. There’s an “open source” version of Traveller in existence now (a game called Cepheus Engine) and several independent publishers have released material through that venue. I’m already exploring ways to release other game material, as for example through DriveThruRPG. So a few days ago I got the notion of reviving this old project.

Yesterday I made a post on the Traveller Facebook group, describing the project and its history, and asking whether the audience would be interested. The response was a pretty resounding yes – so this certainly looks like something that would be worth moving to the front burner. I already have a lot on my plate for the rest of this month, but I may be spending odd moments looking at the old material and letting my subconscious mull over ways to improve and add to it.