Browsed by
Tag: james cambias

Planning for December 2025

Planning for December 2025

November was another mixed bag, due to a bout of illness and the need to finish preparing for Philcon 2025. I’ve been doing okay on staying ahead of schedule with my university courses – and getting top-notch grades, too, which is a morale booster! A couple of important creative projects have been pushed to the back burner for a while, though. Now that Philcon is over, I’m hoping to get back to making good progress on those.

Philcon 2025 After-Action Report

Philcon was a blast, by the way. A few minor stumbles, but on the whole I think it was a good con.

One of the two RPG events I drew up didn’t happen, for lack of players. I think I’ve concluded that Friday evening is just not the right time to try running a tabletop game at Philcon. If I do any games at future cons I think I’m just going to draw up one for Saturday evening.

My seminar ran into some trouble when I was unable to project slides, but I had a backup plan for that. I was able to direct the audience to the slide deck on this site, and most of them were following along on their phones. Lots of good questions afterward, and I sold and signed every single copy of Architect of Worlds that I had with me. Could have sold more copies, most likely.

(A surprising number of people at Philcon knew who I was as soon as Architect was mentioned. I’m beginning to think that book has gotten more penetration in the niche “SF creatives” market than I expected.)

The panels I was on all went off well. I particularly enjoyed the one I did on Friday evening with Jim Cambias, Andy Campbell, and Michael Ryan (on science-fiction gaming) and the one on Sunday afternoon with Charles Gannon and Dennis Myers (on exoplanetary science). Both of those moderated by Jennifer Povey, who’s pretty skilled. Being a panel moderator is tough work, and I always appreciate when it’s well done.

I also picked up information for some of the spring and summer conventions located closer to home – I may see if I can get onto the programming dockets for one or more of those.

Anyway, what follows is the tentative plan for December.

University Studies

I’ve lost a little ground, but I’m still ahead of schedule on both courses, and my grades so far have been sterling. It helps that I seem to have done a lot better job wrapping my brain around differential equations than I did the last time I studied them, forty years ago.

Objectives for December include finishing Topic 3 and the third graded assignment for my astronomy course, and finishing units 4-6 and the next two graded assignments for my mathematics course.

Therapy Writing (Fan Fiction)

I had hoped to finish “The Spooky Season” in November, but here it is December and I’m still writing the Halloween-themed story. Finishing that is going to be the objective for the coming month. Good news is that I still seem to be bringing in readers. Lower Decks may have been over for a year, but it seems that people still want more stories about the Warp Drive Five.

The objective for December is to complete “The Spooky Season” and start on the next story.

Architect of Worlds & Conductor of Cultures

The next minor version of the Cultural Evolution Game is mechanics-complete, and I’ve made good progress on some of the explanatory and supporting text. I’m fairly certain I’ll have a new partial draft ready for collaborators and playtesters to look at, hopefully by mid-December.

The objectives for December are:

  • Complete a minor rewrite (version 0.3) of the Cultural Evolution Game, including a substantial portion of the supplementary material, and submit that to playtesters for comment
  • Contribute to the initial design for other portions of Conductor of Cultures
  • Begin researching and drafting a new edition of “Abbreviated Architect of Worlds for Traveller
  • Reconstruct a formal errata list for Architect of Worlds, so readers can see what’s been fixed in each minor-version release so far
  • Continue to collect research for a potential second edition of the book, and make occasional world-building posts to this site based on that new research

The Human Destiny Universe

I’ve been able to collect some notes and do some back-of-brain game design for a version 0.60 of the “Human Destiny Sourcebook.” In particular, I think I’ve settled on the underlying game system for it, and I’m kind of kicking myself for not considering this one before. Version 0.60 is going to be designed around the FATE system published by Evil Hat Productions.

The objective for December is to continue work on a version 0.60 of the “Human Destiny Sourcebook,” with the understanding that it may be some time before I have a complete draft to share.

Upcoming Conventions

As mentioned, I’m interested in some other SF conventions that take place a little closer to home. The ones I’m specifically looking at include Balticon, Capclave, and RavenCon.

The objective for December is to apply for programming seats at Balticon 2026, Capclave 2026, and RavenCon 2026, and begin planning for possible appearances at these three conventions.

Rethinking the Human Destiny Universe

Rethinking the Human Destiny Universe

My Human Destiny universe has a fairly long history, for a setting that’s only had a few stories published in it.

Back around 2005-2006, I was working with James Cambias to write a new edition of the Space sourcebook for the Steve Jackson Games GURPS roleplaying game. One of the original plans for that book was for us to write three short treatments for space settings, as extended worked examples. One of those treatments was to be set after a more-or-less-benevolent alien empire had conquered Earth and integrated humanity into their civilization as a (very junior) partner.

In the end, the book was so over-stuffed with other material that those three setting treatments never got written. The only visible remnant of that specific setting is in the vignette that Jim wrote for Chapter 7 in the published book. Yet the idea stuck with me.

Over time, I developed the idea for the Khedai Hegemony setting, or what I more generically call the Human Destiny universe. The idea remains the same: about a generation from now, at the point where we humans seem about to wreck our home-world and end civilization for good, an alien interstellar empire suddenly arrives and conquers Earth.

The Hegemony turns out to be a highly competent overlord, reasonable and benevolent, and majestically impartial in how it treats all humans. Humans are not enslaved, nor are the resources of Earth or the Sol system plundered. If anything, most humans come to enjoy a standard of living and even a degree of personal freedom unprecedented in our history. The only thing of which we are deprived is our right to choose our own collective destiny. Like it or not, we are now bound to a vast interstellar culture that has its own governance and its own purposes . . . and what that means for us in the long term is not at all clear, because the Hegemony steadfastly refuses to reveal its motives, the reasons for why it rules us the way it does.

I have to admit, this universe tends to get more attention from me at times when we humans seem to be having a lot of trouble getting our act together. I did a lot of worldbuilding in this setting in 2014-2018, and that was also when I wrote most of the finished fiction that’s so far been set there. I also wrote a lot of setting material for the beginnings of a “bible” and possible RPG sourcebook. Then, for several years I spent most of my time on Architect of Worlds, and development of Human Destiny slowed.

Of course, human folly seems to be on the march again of late, so my Muse has been focusing on this universe again. My taste in interstellar-fiction settings has changed a bit, though, and so I’m considering making some significant changes to this universe before I publish more material for it.

This blog post should serve as a tentative summary of how “new Human Destiny” (2025 and onward) is likely to be different from “old Human Destiny” (the setting as I developed it in the 2014-2018 timeframe).

Structure of Interstellar Societies

My original concept for the Khedai Hegemony, the interstellar empire that integrates humanity into its rule, was that it would occupy a rough sphere about 500 light-years across, with Sol at its rimward edge. The khedai themselves, the dominant species of the hegemony, would occupy thousands of worlds of their own, and would have roughly 15-20 client civilizations at any one time. Beyond the borders of the Hegemony would be two or three rival cultures, and a great deal of howling wilderness. An unwritten implication was that humans were very fortunate that the Hegemony was in a position to notice our existence before we drove ourselves into extinction.

For a variety of reasons, I’ve decided to move to a model for interstellar cultures in which the Galaxy is fairly well-known, if not fully explored at any given time.

The purpose of interstellar civilizations like the Hegemony is to “rescue” new cultures from a Gaian bottleneck – the fact that young high-technology civilizations almost invariably drive themselves into extinction, by failing to manage their own ecosphere properly, before reaching a stable plateau. Why existing interstellar civilizations bother doing this is an enigma that is not explained to young client cultures like humanity.

In any case, interstellar civilization in the Galaxy is very old – billions of years old – and very little of the Galaxy can be considered uncharted wilderness. A typical star system will be left “fallow” for many millions of years at a time, unvisited but loosely monitored from afar. A new techno-culture like 21st-century humanity won’t appear without being noticed, triggering an intervention from the closest patron civilization. Instead of having a compact sphere of control, the Hegemony is in charge of a substantial stretch of the Orion Spur.

I’m also leaning toward making the khedai themselves a bit more enigmatic. Instead of occupying thousands of their own worlds, they’re more or less nomadic, only a few of them living in any given star system at a time. They’re the ultimate decision-makers for their Hegemony, but the work of exploring and possibly colonizing the stars is left for the younger client civilizations.

Interstellar Travel

One major change is that I’ve decided to drop the notion that starships can manage FTL travel on their own. The old setting had something like the Alcubierre warp drive, but over time I’m finding that less attractive as a model.

Instead, I’m leaning toward a bimodal distribution for interstellar travel.

A very few star systems in the Galaxy – fully civilized systems, with high population densities and full technological development – will be linked by a network of artificial wormholes. Sol will be linked into this network, as of slightly before the conquest of Earth. The network provides “shortcuts,” allowing ships to sidestep dozens or hundreds of light-years of normal space at a time. Travel times are short, and there’s no time-dilation effect. Human adventurers might be able to visit the great worlds of the Hegemony and return home again, all without getting too far out of synch with the home-world clock.

However, building a wormhole bridge into the network is horrendously expensive, even by the Hegemony’s standards. It requires enormous “fixed” facilities that can only be built and supported in a well-established star system.

Exploring and colonizing new worlds has to be done using a near-light-speed drive that allows starships to maintain normal-space velocities just below those of a photon. Traveling aboard these ships, your subjective clock may only register a few days or weeks between stars, but you’ll slip out of synch with the home-world clock. Fly to Alpha Centauri for a three-or-four-month mission, and it will feel to you like just a few months away, but when you get back to Earth you’ll find that nine years have passed. For a science-fictional reference, consider Poul Anderson’s novel Starfarers.

The effect this gives me is that those humans who go on exploration or colonization ventures are going to end up isolated from home-world society over time. Going to the stars will mean a significant sacrifice, and most humans won’t be motivated to do it. It fits some of the themes I’m after.

Incidentally, I’m thinking that travel through normal space will be taken care of by an effective reactionless drive, of which the near-light-speed star drive is an ultimate development. No rockets! On the other hand, I’m seriously considering forbidding any kind of “artificial gravity” inside a ship or station. The reactionless drive affects the entire ship as a unit, so even when it’s accelerating through space the crew and passengers are effectively in free fall. Unless the ship has a spin habitat, of course.

What About Those Wormholes?

Recently I was thinking about those “star bridges” based on wormholes, when I realized that a very similar technology could solve another problem I was having with this setting: the assumption that conquered Earth would be under almost constant and universal surveillance by the Hegemony.

The idea here is reminiscent of Isaac Asimov’s short story “The Dead Past,” or the more recent novel The Light of Other Days by Arthur C. Clarke and Stephen Baxter. In the novel in particular, microscopic wormholes become an effective surveillance method. Anyone can watch any point in the world at any given time, and privacy becomes a thing of the past. The wormhole technology can also be used to view locations very distant from Earth, and (due to an equivalence between distance in space and in time) it becomes a past-viewer as well. The novel examines the implications of both a loss of privacy and complete access to the historical past.

Great! So let’s assume that the Hegemony has access to similar technology, and applies it in several different ways:

  • As an “ansible” communicator, tying starships and colony worlds into a real-time communications network. The colony on Alpha Centauri may be four-plus years away by travel time, but messages can still be pushed back and forth with minimal delay. The bandwidth limits on this remain to be determined. One limitation is that a starship in flight can’t maintain its wormhole connection back to home base, but has to re-establish a connection once it reaches its destination. Another limitation is that these “ansible” connections require a substantial facility at each end – so we have no hand-held devices reaching directly across light-years.
  • As a remote viewer, which doesn’t require a facility at both ends, but in this case information only flows one way (from the remote point to the viewer). The required facilities are pretty massive and require a ton of computational power, so one person (or one starship) can’t carry the necessary equipment. Even a colony world can’t manage it. On the other hand, a high-population world like Earth can use remote viewing to place everyone on the planet under constant surveillance. The same facilities can monitor locations in deep space out to a few hundred light-years, and can also delve a few centuries into the local past. This is used to carry out low-level monitoring of nearby “fallow” star systems, and to do historical research.
  • Given a truly enormous investment in energy and computational power, a wormhole connecting two remote points in space can be forced open wide enough to permit the passage of spaceships, and then wedged permanently open. These are the star-bridges mentioned earlier.

Rewriting Existing Stories

I think the changes I’ve outlined above actually support the themes I want for the setting a little better than the “old” assumptions did. There are still a bunch of details to be worked out, probably in my next revision of the setting bible over the next few months.

I can see a few places where some of the existing fiction in this setting will need to be reworked. I think the novelette “Pilgrimage” needs only some minor adjustments, but the novella “In the House of War” will need a substantive rewrite.

More broadly, I’ve been working out a “future history” of human exploration of the interstellar neighborhood, along with a detailed “career profile” for my protagonist Aminata Ndoye, based on the new assumptions. That should help guide a rewrite of the existing stories, as I pull them down from Amazon KDP and republish them to my Ko-fi shop. It will also give me a framework on which to hang more stories.

More to come over the next few months. I foresee Human Destiny being the main focus of my effort for at least the first half of 2025.