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Update: The Scorpius Reach Setting

Update: The Scorpius Reach Setting

I’ve made a bunch of updates to the “Scorpius Reach” document. It’s up to about 13,000 words now, with extensive revisions to the material I published at the end of March, and a bunch of new material as well. Still a living document, but it’s a lot closer to a final release than before, and it would probably work quite well as the setting bible for a tabletop game campaign. This is a free release for my blog readers and patrons.

Here’s a link to the current draft in PDF form: The Scorpius Reach (version 0.2).

Planning for May

Planning for May

Making a post like this at the beginning of the month seems to work, at least for certain values of “work.” Insert comments about plans never surviving contact with the foe, plans being useless whereas planning is essential, that kind of thing.

Biggest change-of-plans in April involved a sudden side project for both Architect of Worlds and the “Scorpius Reach” setting. This was the “Abbreviated Architect of Worlds for Traveller” project, which ate up a lot of hours through the middle of the month. Still very productive, both by teaching me a lot of Excel Fu, and by helping me produce a document which attracted a lot of attention from Traveller fans.

So although progress on all the goals I identified at the beginning of April was a bit anemic, I’m not unhappy with how things went. I did a free minor-version release for the Architect of Worlds design sequence. I got unblocked with respect to Krava’s Legend and was able to write a few more chapters of The Sunlit Lands. I also picked up several new blog readers and patrons – welcome to all the newcomers!

Still, I think the plan for May is going to look a lot like the plan for April. As always, we’ll see how things actually go. One wrinkle is that I’m fully immunized against COVID-19 now, so I’ll be going back into the office starting Monday. That shouldn’t cripple my creative schedule – I’ve been fully on the clock, albeit working from home, for months already. Still, my daily routine is going to need some adjustment.

Here’s the agenda, more or less in order of priority:

  • Architect of Worlds
    • Continued work on the current round of improvements to the existing design sequence.
    • Possibly an additional step or two at the end of the existing design sequence, to add some new parameters related to a world’s habitability and resource value for human (or other) settlement.
    • New sections for the book, on the subjects of designing maps of interstellar space and using real-world astronomical data.
  • Krava’s Legend
    • At least another 10,000 words on the first draft of The Sunlit Lands.
    • Write the first item to go into my “reader magnet,” a collection of short pieces telling some of the back story for the lead characters of Krava’s Legend. The idea is to release that widely and for free, and use it to attract readers to the novel series.
    • Do more investigation toward improvements to my release-and-marketing workflow: find affordable sources for professionally done book cover art, read about techniques for book marketing on a budget that won’t take away too much time from writing, and so on.
  • Scorpius Reach Sector and Game of Empire
    • Develop more of the sector map and setting bible.
    • Develop a set of characters and a rough story outline for serialized fiction, possibly to be released on the new Kindle Vella platform.
    • Begin assembling a third-edition draft of the Game of Empire rules.
  • Human Destiny Sourcebook
    • Write a few thousand more words to fill out new sections of the partial rough draft.

Free updates for my patrons will probably include a minor-version release of the Architect of Worlds design sequence, and possibly a piece of Krava’s Legend short fiction. This month’s charged release, if there is one, will probably be a combination of additional chapters of The Sunlit Lands and some of the new material for Architect of Worlds.

I’ll also need to complete one or two book reviews this month. Fortunately I’ve found a few self-published novels by way of this blog’s contact form, which may lead to reviews.

Watch this space for status reports, and as always, if any of the above interests you, please consider signing up as a patron using the link in the sidebar.

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: A Side Project

Architect of Worlds: A Side Project

A few days ago I had a shower thought, tying together two current projects: what if I could design an “abbreviated” version of the Architect of Worlds design sequence specifically for the Traveller role-playing game? The idea would be to produce a world generation sequence that uses mechanisms similar to Classic Traveller, and is not significantly more complex or time-consuming, yet avoids the more implausible results of those rules, and is compatible with the full Architect of Worlds design sequence.

So for the past week or so, I’ve been running experiments along those lines, with considerable success. Consider this an interim report on how it’s going, with a high degree of confidence that I’ll have a finished product ready for release within a few more days. When it’s done, I’ll post it as a freebie for Traveller fans and my patrons.

One piece of this has involved a lot of work with Excel spreadsheets.

Microsoft Excel is a very good tool for what’s called “Monte Carlo” simulation. If you’re working with a complex model that has lots of moving parts, and you can’t just compute the distribution of likely outcomes, then the thing to do is run lots of random trials and look at how those turn out. Rather to my surprise, I’ve developed an Excel spreadsheet that does this for Architect of Worlds. It takes a few parameters (the mass, density, and blackbody temperature of a putative world), then it runs through a not-overly-simplified version of Architect of Worlds and spits out 1,000 random planets. Finally, it counts how many of those planets exhibit various combinations of atmosphere and surface liquid coverage. All at the touch of a button.

It’s a rather heady experience. Amazing, the amount of computational power in a simple laptop device.

Working with my Monte Carlo setup has given me all the data I need to produce that abbreviated Architect for Traveller. I’m pretty pleased with the result – it’s a bit more ornate than the original Classic Traveller world design sequence, but most of the complication has been pushed into one big lookup table. I think the meat of the final document is going to be no more than 3-4 pages long.

This side project has also led me to find a few odd cases and possible errors in the current Architect draft, so I’ve made some good progress on what’s going to be the version 0.5 alpha release. My patrons can look for that later this month as well.

Finally, I’m beginning to think I might be able to automate Architect of Worlds with another big Excel workbook. I’ve used crude spreadsheets to do some basic testing of earlier versions of the sequence . . . but I’ve learned a lot about Excel in the past week. This might be useful for any number of other projects.

Progress!

Planning for April

Planning for April

New month, new set of objectives to be attacked over the next thirty days. April is particularly notable because by the end of this month, I expect to be fully immunized against COVID-19 and therefore back in my day-job office several days a week. This month, therefore, is the last time that I’ll have quite the same level of flexibility for my creative work, at least until I retire in another decade or so. I’d like to make the most of it.

Here’s the plan, more or less in order of priority. As always, the plan at the end of the month may not look much like the plan right now.

  • Architect of Worlds
    • Continued work on the current round of improvements to the existing design sequence.
    • Possibly an additional step or two at the end of the existing design sequence, to add some new parameters related to a world’s habitability and resource value for human (or other) settlement.
    • New sections for the book, on the subjects of designing maps of interstellar space and using real-world astronomical data.
  • Krava’s Legend
    • At least another 15,000 words on the first draft of The Sunlit Lands.
    • Some work to refine and improve my workflow for producing and promoting self-published novels. If I can develop a reasonable workflow, I might apply it first by re-designing The Curse of Steel and “re-launching” that book.
  • Human Destiny Sourcebook
    • Write a few thousand more words to fill out new sections of the partial rough draft.
  • Scorpius Reach Sector and Game of Empire
    • Develop more of the sector map and setting bible.
    • Begin assembling a third-edition draft of the Game of Empire rules.

Free updates for my patrons will probably include a minor-version release of the Architect of Worlds design sequence, and possibly a new minor-version release of the Human Destiny draft sourcebook.

This month’s charged release, if there is one, will probably be a combination of the first 10-12 chapters of The Sunlit Lands and some of the new material for Architect of Worlds.

I’ll also need to complete one or two book reviews this month.

Watch this space for status reports, and as always, if any of the above interests you, please consider signing up as a patron using the link in the sidebar.

The Scorpius Reach

The Scorpius Reach

I think I’ve managed to set down enough material to satisfy my muse for the moment.

Attached to this post is a PDF with a first interim partial draft of what I’m now calling my Scorpius Reach setting – part of an original universe for the Traveller roleplaying game. It’s not very well organized yet, and far from complete, but it should be enough to at least suggest the beginnings of a Traveller campaign. If anyone feels like trying it out, I would suggest a style of play that centers on exploration, free trade, or maybe a small mercenary unit. This is a very undeveloped region of space, compared to most Traveller settings.

Where this goes from here remains to be seen. I’ll probably expand on this material as more ideas come to me, although now that my muse has been pacified I do have other projects that need to take priority. If and when I get the new Game of Empire rules worked out, this setting will probably serve as a test-bed scenario for playtesting.

Here’s the promised link: The Scorpius Reach. Enjoy!

Status Report (27 March 2021)

Status Report (27 March 2021)

I swear, sometimes my muse has the attention span of a squirrel.

My plan for March was to release a new minor update to the Architect of Worlds partial draft, and then write several more chapters of The Sunlit Lands so I could send out a good-sized chunk of that as a charged release for my patrons.

Architect of Worlds did get bumped up to Version 0.4 as of last week – a bunch of tweaks, some of them substantive, many of them driven by the flood of good feedback I’ve received from Brett Evill since the beginning of the year. With that out of the way, I was all set to buckle down and concentrate on The Sunlit Lands. I expected to be finished through Chapter Six or Seven and about 20,000 words by the end of March.

Meanwhile, I posted a couple of weeks ago about an old Traveller project, the Game of Empire rules that I originally developed about twenty years ago. At some time in the near future, I intend to revisit that project and produce a new version of those rules, possibly working toward publishing them as a paid product on DriveThruRPG. I hadn’t intended to work on that just yet, though – Krava’s story was calling me!

Yet early this week, I got the first hint of an idea for a Traveller setting that could act as a test-bed for Game of Empire. It’s a “Milieu Zero” concept of sorts, a single world striving to establish a new interstellar empire after a Long Night. Every day, while I worked on projects for my day job and made progress with Krava’s story, the Traveller idea kept growing in the back of my head, grabbing hold and not letting go.

Today I sat down to try to jot down some notes and get it out of my system, so I could get back to work on Krava . . . and new material just poured out onto the page. Over 3,000 words of it since I got up this morning. Not to mention that I’ve already come up with at least two or three ideas for short fiction, attached to this setting.

Well. I know not to argue when my muse is at work. Even if I wish she were more consistent.

Apparently, by the end of March, I’m going to have something new and worth sharing, it just isn’t going to be enough of The Sunlit Lands to meet my objective. Nor will this block of new Traveller material be useful as a charged release, since I’d like to share it widely and attract some attention to the potential project.

So here’s the (revised) plan for the last few days of March:

  • There will be no charged release for my patrons this month. (Again.)
  • I should have about 5-6000 words of new Traveller material that will be posted here, shared with my patrons, and possibly shared via social media as well. This will be a free release.
  • I still need to finish and publish a book review for the month of March. I’ve already selected and read the book, I just need to bang out the review.

We’ll see if April goes any differently. At least I seem to have gotten out of the creative slough I was mired in for most of February and the first week or so of March. There’s a good chance I’ll be able to produce a worthwhile amount of material next month.

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.

Architect of Worlds: The Next Chunk

Architect of Worlds: The Next Chunk

While I’m waiting for my consulting editor to have a look at The Curse of Steel, I’ve turned back to a project that I’ve been neglecting for too long: the world-building book Architect of Worlds. Several sections of that book already exist in a rough draft, which can be found at the Architect of Worlds link in the sidebar.

The bulk of the material I’ve already written is a design sequence, permitting the user to set up fictional star systems (or to fill in details for real-world systems). The idea is to let SF writers, game designers, tabletop game referees, and so on design locations for interstellar SF settings, using whatever combination of random chance and deliberate choice they prefer. The emphasis is on “hard SF” realism, as far as the state of exoplanetary astronomy will permit, and no dependencies on any specific tabletop rules system.

So far, the draft system permits one to place stars, planets, and moons, and get gross physical properties (mass, density, surface gravity) and dynamic parameters (orbital radius, eccentricity, and period) for each.

The next slice of the system will involve generating the surface conditions for such bodies, at least for the small “terrestroid” worlds that are likely to provide environments for SF adventure. At this point we’re talking about things like surface temperature (average and variations), atmospheric composition and pressure, the amount and state of water (or other volatiles) on the surface, what kind of native life might be prevalent, and so on.

I’ve been mulling this section over for a few years now, since the science involved is a lot more complicated and more difficult to reduce to a set of game-able abstractions.

When I designed a system like this for GURPS Space Fourth Edition, I made a deliberate design choice to reduce all the possibilities to a specific set of archetypes. That provided some backward compatibility with earlier versions of the GURPS system, and with the older Traveller systems that were an inspiration for both. For this book, though, I want to give the readers as much detail as I can, and let them decide what to use and what to set aside. That complicates the design.

So, a very rough overall outline of what’s going to be involved for a given “world” (that is, a terrestrial planet or moon with some likelihood of a solid surface):

  • The rotation rate of the world (including cases where the world is tide-locked or resonant with a primary). As a sidebar, this gives us quantities for the length of the natural day, month, and year.
  • The blackbody temperature and incidence of stellar wind for the world, based on the properties and distance of its primary star.
  • The strength of the world’s magnetic field, and the consequences for the size and strength of its magnetosphere (if any). If the world is a moon (for example, the satellite of a gas giant planet), then the primary’s magnetic field and magnetosphere may be relevant as well.
  • The world’s initial budget of volatiles – how much in the way of possible liquid or gaseous compounds was the world left with after its process of formation.
  • Atmospheric composition – what volatile compounds are likely to be gaseous at local temperatures, and can the planet hold onto them?
  • Atmospheric mass and pressure.
  • Hydrospheric composition – what volatile compounds are likely to be liquid or solid instead?
  • Hydrospheric mass and prevalence – how much of the world’s surface will be covered by what kinds of liquid or solid stuff?
  • Average surface temperature.
  • Estimated variations in surface temperature with the position on the surface, time of day, and so on.
  • Presence and complexity of native life – which may require a loop-back to adjust characteristics of the atmosphere, hydrosphere, and surface temperature.

All that’s the minimum for what the next section of the book needs to cover. There are a lot of dependencies back and forth here, which is one reason why I’ve struggled for so long to build this piece. I’m beginning to think I see how to design something workable, though. At least enough to get started. More over the next few weeks.