Showing posts with label science fiction. Show all posts
Showing posts with label science fiction. Show all posts

Monday, April 6, 2026

Pulp Science Fiction Library: Deathworld

Though not my original intention, apparently I am going to be writing more posts about the stories that gave birth to the characters described at the back of the Traveller supplements 1001 Characters and Citizens of the Imperium. Taken together, these stories form something I elsewhere dubbed "Appendix T," being for Traveller what Appendix N was for AD&D: a window into the kinds of tales characters, and situations the creator of the game found notably enjoyable and/or influential on his thinking as he created it. 

A couple of years ago, I noted a "problem" with Appendix N and the putative Appendix T suffers from a similar problem. Marc Miller provides no commentary on the books and authors he cites, leaving it to us to figure out what and in what way they were inspirational to him. This is in contrast to, say, the literary appendix found in RuneQuest, which is much more explicit about the debts owed to its contents. This fact in no way lessens the value of reading any of these books, but it does sometimes make it harder to declare definitively that this or that element of a roleplaying game was based on something from a particular book.

And sometimes it's quite obvious. That would seem to be the case for Harry Harrison's 1960 novel, Deathworld, which was originally serialized over the course of six issues of Astounding Science Fiction before being collected under a single cover and published separately by Bantam in September of the same year. The book's success would result in two sequels, both of which were also serialized in Analog (the new name of Astounding) in 1964 and 1968 respectively. Though I've read all three of these novels, this post focuses primarily on the first and, in my opinion, best of the trilogy.

Deathworld follows the adventures of Jason dinAlt, a gambler with limited psionic abilities that prove useful to him in his chosen vocation. Jason travels to the planet Pyrrus after impressing its ambassador with his skill at gambling. Pyrrus possesses an extraordinarily hostile environment, consisting of high gravity, violent weather, seismic instability, radiation, and a biosphere in which every organism, from animals to plants to microbes is lethally adapted to kill humans. Pyrrus is quite literally a deathworld and Jason seeks to test his mettle against its many dangers. Gambling is not just his profession, it's also representative of his character. He's a risk taker by nature and the deadliness of Pyrrus intrigues him on almost a primal level. 

The planet's settlers survive there only through constant training and militarized discipline. Despite this, enough of them still die that their numbers continue to dwindle. Consequently, Jason becomes intrigued by why the planet is so uniformly hostile and why the colony is failing despite the extreme measures it has taken. While doing so, Jason discovers a second group of human colonists, the “grubbers,” who live in the wilderness in relative harmony with Pyrrus. Unlike the city dwellers, whom they call "junkmen," the grubbers use psionic “talkers” to coexist with the planet’s life and kill only when necessary. Jason then comes to realize that the biosphere of Pyrrus itself is psionic and reacting collectively to the behavior of the colonists who have settled on it. Thus, around the city, all life is telepathically unified in hostility, responding to their constant aggression with coordinated, evolving attacks. Attempts by the city dwellers to destroy the source of this hostility only worsen the situation, confirming that the conflict is systemic rather than merely localized.

Having discovered this, Jason theorizes that Pyrrus is not inherently a deathworld but has only become such in response to human attitudes. The city dwellers' indiscriminate violence has triggered the planet’s ecosystem into treating them as an existential threat, while the grubbers’ more balanced approach allows a degree of coexistence. Jason's solution is, therefore, not technological but cultural. He proposes the gradual integration of the two groups of colonists, with exchange of knowledge and a shift toward living in harmony with the planet's environment. In this way, Jason offers them a path by which Pyrrus can cease to be a deathworld and become a home better suited to human life.

As I said, it's pretty easy to see what this book inspired in Traveller. First, there's Jason dinAlt himself, who's an archetypal space-going adventurer, driven by a desire to challenge himself against whatever the galaxy throws at him. Second, there's the low-level psionic abilities, something Traveller has included since the beginning. Third, and probably more importantly, there's the mystery surrounding the deadly nature of Pyrrus and its environment. Traveller adventures are full of planets like this, where its society, history, or environment (or some combination of them) are presented as problems to be solved. Taken together, Deathworld strikes me as having obvious connections to Marc Miller's masterpiece.

On a personal note, I came to Deathworld and its sequels because of having read Harrison's other series of pulp sci-fi romps featuring the Stainless Steel Rat. Though different in both their content and overt style, the two series share certain traits, most notably their social satire and use of Esperanto. Though I can't be certain, I believe it was one or the other of these series that first introduced me to the constructed language and I've been an admirer of it ever since. That's why Thousand Suns employs Esperanto as a stand-in for the universal Terran language of the setting. Regardless, Deathworld is a quick, fun read and worth your time if you can find a copy. It's short and unpretentious, both of which I consider cardinal virtues in a literary age replete with their opposites.

Monday, March 30, 2026

Pulp Science Fiction Library: Demon Princes

The trouble with Muses is that, ultimately, they're in control, not you. As I continue to work on the second edition of Thousand Suns the draft is now close to half complete – my mind has been wandering ever farther away from the more well-known varieties of fantasy. Of course, as I recently argued, there's still lots of overlap between these two genres and not merely in terms of content. Many of the most talented and influential writers of the past tried their hands at both and succeeded brilliantly.

A good case in point is Jack Vance. Vance is a paladin of Appendix N, being one of only a handful of writers Gary Gygax singled out as being one of the "most immediate influences" upon his vision of Dungeon & Dragons. Of course, Gygax did so for Vance's tales of the Dying Earth, whose magic system he adopted for the game, and not for his science fiction tales, of which there are a great many – indeed, far more than his fantasy stories. 

Among the most celebrated of Vance's sci-fi works is his "Demon Princes" series, the first of which, Star King, was serialized in the December 1963 and February 1964 issues of Galaxy Magazine before being published by Berkeley Books later in '64. The first three books in the five-book series appeared fairly quickly, with The Killing Machine also appearing in 1964 and The Palace of Love in 1967. The fourth and fifth books, The Face and The Book of Dreams, did not appear until more than a decade later, in 1979 and 1981 respectively, which was right around the time I first entered the hobby of roleplaying. 

However, I wouldn't take much note of any of these books until several years into my introduction to Traveller. That places it somewhere in the vicinity of 1982 or '83, depending on when it was that I first acquired Citizens of the Imperium. That supplement, along with 1001 Characters, is notable for having included Traveller stats for a selection of literary SF characters, ranging from John Carter of Mars to Slippery Jim diGriz to Dominic Flandry. At the time, I already knew many of these names from novels and stories I'd read. Others, though, were new to me and they sent me off to the local public library on a quest. 

Among those unfamiliar names would be that of Kirth Gersen. Citizens of the Imperium associates him specifically with the second book in the series, The Killing Machine, but also mentions it as part of a five-book "Demon Princes" series. To my youthful mind, "Demon Princes" didn't sound like the title for a science fiction series, so I was initially confused as to why it was included alongside more well-known pillars of SF. Likewise, I had not yet read any of Vance's space operas, so my confusion was only heightened. Fortunately for me, I eventually got around to tracking down Star King and its four sequels. I enjoyed them so much that I sought out more of Vance's science fiction and the rest is history.

The titular Demon Princes of the series are not supernatural entities by five interstellar crime bosses, against whom Gersen wishes to exact revenge for their past in bringing ruin upon his home planet. Having been trained by his grandfather for this purpose, Gersen dedicates his life to hunting down them down so that justice may be done. Each of the five novels follows his pursuit of one of these Demon Princes. Though the novels include plenty of action, one of the things that's most interesting about them – or at least is to me – is how much investigation and infiltration they include. Gersen's efforts to locate his quarry, some of whom have gone to great efforts to conceal their identities, is every bit as central to Vance's stories as is dealing with them once they've been found.

Though linked, each novel presents a largely self-contained exploration of a different world or culture, often shaped by the personality of the Demon Prince Gersen is presently seeking. Consequently, the series, like so much of Vance's oeuvre, is a picaresque adventure through strange societies with elaborate social codes and fragmented political systems where justice is personal rather than institutional. That makes Gersen’s quest more than just a hunt for enemies; it becomes an extended engagement with questions of identity, culture, and obsession in the far future, all of which play to Vance's strengths as a writer and storyteller.

Prior to writing this post, it had been decades since I last read any of the Demon Princes novels and that's a shame. Like so many of the books that inspired Traveller, they're fast-paced, pulpy adventures filled with quirky and memorable characters and equally quirky and memorable situations. They're not deep scientific speculations about a possible future and that's OK. Sometimes, you just want to read a fun, engaging novel about one man's quest to bring justice to some bad guys who deserve what's coming to them. In that respect, the Demon Princes series delivers and does so enjoyably.

Thursday, March 26, 2026

Science Fiction is Fantasy

I've mentioned before that one of my favorite What's New with Phil & Dixie strips appeared in issue #65 of Dragon (September 1982). In it, Phil Foglio muses on the surprising similarities between fantasy and science fiction. It's a great comic and one I can still, more than forty years later, quote almost verbatim. While Foglio probably wasn't being entirely serious, one of the reasons the strip's humor lands is that there is more than a little truth to his flippant comparisons of these two supposedly distinct genres. 

As a lifelong science fiction fan – take a drink! – I've observed how often many of my fellow fans have advanced the notion that science fiction is somehow more “serious” or at least more plausible than fantasy. There seems to be this unspoken assumption that science fiction possesses some kind of intellectual legitimacy that fantasy lacks, perhaps based on the idea that spaceships and robots are, in some meaningful way, closer to reality than dragons and sorcery. I understand the logic behind this perspective, but I simply don't find it convincing.

I obviously say this without any dislike of, let alone malice for, science fiction – quite the contrary. I'm a big fan of the genre, probably a bigger fan, in fact, than I am of fantasy. That's why I increasingly feel that the distinction between the two genres as they're commonly understood rests on a foundation that is far shakier than we'd like to admit. Science fiction, despite its name, is not really about science. It's simply another mode of storytelling and one that's rarely more plausible than fantasy. The difference between the two genres lies not in what is possible, but in what we are willing to believe.

To understand better what I mean here, it helps to take a look at the history of imaginative literature over the centuries. Human beings have always told stories about things that do not exist, whether they're spirits, enchanted forests, utopian societies, lost worlds, or journeys beyond the horizon of the known. These stories served many purposes, often religious, philosophical, and moral, but they all had one thing in common: they evoked the marvelous

In the past, the marvelous was typically framed in explicitly supernatural terms, such as miracles or magic. These were the explanatory frameworks available to premodern people. A flying chariot was thus the purview of the sun god and immortality the product of drinking from a magic spring. To people living in earlier eras, that was explanation enough. However, as the intellectual climate started to change in the 16th and 17th centuries, the language of the marvelous changed with it. The old supernatural explanations lost their cultural authority, at least among the educated. In their place arose the new explanatory tools of reason, science, and technology.

Science fiction is, in the realm of imaginative literature, the heir to this cultural transformation. It takes the same fundamental human desire to imagine worlds beyond our own and to transcend our mortal limitations and clothes it in the language of Science. Instead of magic carpets, we have grav belts; instead of philosopher’s stones, we have nanotechnology; and so on. Yet, in most cases, these speculative future technologies are not meaningfully more plausible than their fantastical counterparts.
Faster-than-light travel, for example, is a staple of science fiction because it allows characters to visit other star systems on a human timescale. However, unless our understanding of physics is very wrong, FTL is almost certainly impossible. The same is true, in different ways, of many other common elements of sci-fi, such as artificial gravity, sentient robots, or force fields, never mind the routine colonization of distant planets.

I feel that we readily accept all these sci-fi concepts not because they are in any sense likely, but because they are framed in the language of science. That language carries cultural authority and that authority lends them the illusion of plausibility, even when the underlying ideas are, in fact, no more plausible than a wizard’s spell. The key difference between science fiction and fantasy, then, is not that one is "realistic" and the other is not. It is that they draw upon different sets of cultural assumptions.

In a society where belief in magic or the supernatural is widespread, stories of sorcery don't feel implausible. In a society shaped by centuries of scientific advances, stories framed in technological terms feel more credible, even when they stretch (or outright ignore) the limits of current knowledge. Most people today no longer believe in fairies, but we do believe, often without much reflection, that Science will one day solve nearly any problem. Consequently, we assume that, for example, interstellar travel or artificial intelligence are not merely imaginable, but inevitable.

This assumption is rarely examined, being simply an article of faith in the religion of Progress. Science fiction, at least it's popularly understood, taps into this faith. It reassures us that the future will be wondrous, because the universe will yield its secrets and our ingenuity will use those secrets to overcome all obstacles. Even when SF presents darker visions of the future, it still does so within the same overall framework that depicts technology as powerful, transformative, and, perhaps most important of all, central to human destiny.

Fantasy, by contrast, draws on different symbols, those derived from mythology and folklore. Its marvels are overtly impossible and, therefore, easier for contemporary audiences to dismiss as “mere” imagination. Nevertheless, the imaginative function of the two genres is remarkably similar. That's why I hope this post won't be read as a critique of science fiction, but rather as a celebration of the kinship between science fiction and fantasy.
Science fiction is not, in my opinion, diminished by being understood as a form of fantasy. On the contrary, it's elevated by placing it within a long and venerable tradition of imaginative storytelling that stretches back to mankind's earliest myths. It is one of the ways people today continue to grapple with the unknown, express our hopes and fears about the future, and explore questions that lie beyond the reach of empirical inquiry. Likewise, fantasy need not be defended as if it were secretly “realistic.” Its value lies precisely in its freedom from any such constraints.

Both genres, in their different ways, encourage us to imagine the world differently. They create spaces in which we can ask “what if?” without being bound too tightly to what actually is. If I can be a little mawkish, I'd day that fantasy, broadly defined, gives form to our dreams, our anxieties, and our aspirations. Whether the stories exploring these subjects is expressed through the language of magic or technology is, in the end, a secondary matter.

None of this is to say that science fiction cannot engage with real science or that it has not, at times, anticipated genuine technological developments. Anyone who's read science fiction, especially in its formative years, know that it has indeed done both and often done so brilliantly. However, I think it's worth remembering that, as a genre, it is no more bound by reality than fantasy. Its most enduringly popular images, like FTL starships and intelligent robots, are not predictions. They are myths for a technological age. To insist otherwise is to mistake the trappings of science fiction for its substance.

Monday, March 23, 2026

Pulp Science Fiction Library: The Rebel Worlds

I'm sure it'll come as no surprise, given my recent posts here and over on my Substack, that I'm in a decidedly science fictional frame of mind of late. As work continues on the second edition of Thousand Suns, I'm finding it harder and harder to maintain any focus on fantasy, which usually occupies pride of place on the blog. Consequently, when I started pondering which story or novel I'd discuss today, I immediately thought of the tales of Poul Anderson's interstellar secret agent, Dominic Flandry, sometimes called "the James Bond of science fiction," even though he first appeared two years before Ian Fleming's much more famous character.

The Flandry stories have long been favorites of mine. I was probably introduced to them through Traveller, whose Third Imperium setting borrows liberally from Anderson's "Technic" future history featuring Flandry and his predecessors, Nicholas van Rijn and David Falkayn. Though I fell in love with these tales for their espionage-inflected action, what ultimately solidified their place in my affections was their understated melancholy. Flandry, as an officer of the Imperial Navy, is duty-bound to defend a sclerotic empire he knows is dying because he believes the alternative – the Long Night – is worse. Something about that spoke to me, even in my teen years, and, the older I get, the more it does so.

This theme is central to Anderson's 1969 novel of Flandry, The Rebel Worlds. The novel begins with Flandry being dispatched to Alpha Crucis sector to deal with the titular rebellion brewing there. The uprising began after Admiral Hugh McCormac, a respected and decorated officer, uncovers corruption abuses by the imperial governor of the sector. McCormac attempts to remove the governor, as is his right, but is instead arrested, along with his wife. The admiral eventually escapes custody and becomes the leader of a growing insurgency, not just against the corrupt governor but against the Empire itself. 

Flandry is ordered by Naval Intelligence to deal with this problem, but, as he investigates conditions in the sector, he finds that the rebels’ grievances are legitimate and that imperial rule there has indeed become exploitative and short-sighted. Complicating matters further, he becomes personally entangled with people connected to the rebellion, including the admiral’s wife, with whom he falls in love. Despite his sympathy for the rebels, Flandry ultimately concludes that allowing the revolt to succeed would weaken the Empire at a critical moment and hasten its ultimate collapse, an outcome he cannot countenance. He therefore works, with reluctance and increasing cynicism, to undermine the rebellion and restore imperial control, even as he recognizes that any victory he achieves for the Empire is only temporary but comes at the cost of justice. 

What I most enjoy about The Rebel Worlds is Anderson’s refusal to grant either Flandry or the reader a moral "escape hatch." The rebellion is justified; there is no doubt about that. Admiral McCormac is an honorable man responding to genuine abuses and his grievances against the Empire are real. Flandry himself recognizes this. Even so, he also believes that the consequences of successful revolt, even one undertaken for the "right" reasons, would serve as a catalyst for the Empire's collapse. The novel thus presents its central conflict as being between competing goods rather between something so simple as "good" and "evil."

This is the thematic core of the Flandry series. The Terran Empire is thoroughly corrupt and declining, but it still serves as a bulwark against the coming dark age of fragmentation and loss. Flandry is under no illusions about the Empire’s flaws. Indeed, the tragedy of the character lies in his clear-eyed understanding of them. Nevertheless, he chooses to defend it, not out of loyalty, let alone optimism, but because he judges the alternative to be worse. His is a calculus of decline, where every action preserves a flawed order at the cost of perpetuating its injustices.

That tension gives The Rebel Worlds its melancholy. Flandry’s wit, his indulgence in pleasure, even his romantic entanglement with McCormac's wife serve as a way of enduring the burden he carries. He succeeds in crushing the rebellion, but the victory is hollow. Because of his actions, the Empire endures for a little while longer. The Long Night is only postponed rather than prevented. That's enough for Flandry – or at least that's what he keeps telling himself in both this story and the others Anderson write about him.

If I may be so bold, I'd argue that The Rebel Worlds is about tragic responsibility. Though carrying himself with great panache, Flandry is not a hero who saves the day. Rather, he is a man who kicks the can of interstellar collapse down the road a little farther in the hope that, at the very least, he will never experience it during his lifetime. For Flandry, there are no clean choices, only necessary ones. Anderson's talent as a writer is that he doesn't cheer this or present it in a cool or edgy way. It's ultimately sad and tragic and that's probably why it continues to resonate with me after all these years. 

Tuesday, March 17, 2026

The Articles of Dragon: "Pysbots and Battle Mechs"

For good or for ill, my interest in the history of the hobby of roleplaying is intertwined with my interest in the history of the industry to which it gave birth. In particular, I find the history of The House That D&D Built – TSR Hobbies – to be endlessly fascinating, especially how dysfunctional it seems to have been as a business for most of its existence. To be fair, very few RPG companies have much to crow about in this regard, but TSR seems to be a prime example of a company succeeding in spite of itself. The more I learn about TSR's history, the more surprised I am that it managed to survive for nearly a quarter of a century.

I was reminded of this as I looked through the Ares Section of issue #99 of Dragon magazine (July 1985) and came across Mike Breault's article "Psybots and Battle Mechs." The article in question was intended as a preview of a then-upcoming science fiction roleplaying game, entitled Proton Fire. By "preview," I don't mean of the game's rules but mostly of its background, though there are a few snippets about the mechanics (characters can be warriors, rangers, or engineers and there are "talents"). 

Background-wise, it's pretty thin gruel. The humans of the Matri system descend from colonists who long ago arrived from Earth and settled on Coreworld, the fourth planet of the system. In the colony’s early centuries, power gradually fell into the hands of the Corporation and its ruling council, the Quintad. Originally five elected officials, over time they became increasingly authoritarian. Their corruption deepened after the developments in cybernetics allowed them to transform themselves into immortal cyborgs and rule indefinitely through violence and intimidation. 

The dominance of the Quintad collapsed when a laboratory accident released a devastating virus that killed 90% of Coreworld’s population and shattered the Corporation’s control. In the aftermath, the University, an academic colony hidden within a moon of the fifth planet, declared independence and began searching for a new home for the surviving humans of Matri. The central conflict of Proton Fire now pits the University and its agents, who explore and defend humanity’s future, against the Corporation and the immortal Quintad, who seek to restore their former domination using ruthless operatives known as Eliminators.

Characters can be humans, cyborgs, or psybots. Humans are similar to their ancestors on Earth and protect themselves through the use of armored battle suits called mechs. Cyborgs are more or less what you'd expect. Psybots, meanwhile, are advanced robots that possess emotions and experience pain, but lack the empathy and insight of human beings. The article suggests that the characters devote themselves to exploration of new star systems and foiling the plans of the Quintad, though they never really explain what those plans are now that most of humanity is dead.

Despite all this, I was very intrigued by Proton Fire and looked forward to its release. I was and am a science fiction guy at heart and was genuinely curious to see if the actual game was more fully realized and expansive than this article suggested. Alas, that was not to be. A couple of issues later, TSR posted a retraction, in which they explained that there "wasn't a big market for a stand-alone robot game," so it would be repackaged as a supplement to Star Frontiers. That never happened either and all we have to go on regarding the game's final fate is what Steve Winter posted in a comment to this blog back in 2011.

I suspect this kind of thing happens more often than we realize. Goodness knows that my own track record when it comes to unfinished projects is far from stellar, so I shouldn't point fingers. Still, I'm just one guy, not a multi-million dollar game publisher like TSR was at the time. One day, I'd love to know more about Proton Fire and its origins. I suspect, though, it'll probably be one of those mysteries that I'll never see solved to my satisfaction. Oh, well.

Monday, January 12, 2026

REPOST: Pulp Fantasy Library: The Vaults of Yoh-Vombis

[I was initially reluctant to do offer up a repost during The Ensorcellment of January, but the fact remains that this is such a good story that I think it's worth making an exception in this case. I hope you'll agree.] 

Although the stories of Clark Ashton Smith that most interest me are those that belong to his Hyperborea, Averoigne, and (especially) Zothique cycles, his May 1932 story of Mars, "The Vaults of Yoh-Vombis," may be his best story. 

Allow me to qualify that statement before going further. I’ve said before that Smith’s best work resists easy classification. Although his stories are clearly fantastical, it does them a disservice to label them simply as “fantasy,” as the recent Night Shade Books volumes do. Likewise, trying to be more precise by pedantically sorting individual tales into “horror,” “science fiction,” or similar categories misses the point. Such labels attempt to box in writing that deliberately refuses neat boundaries. In fact, I suspect Smith’s reputation has suffered in part because his work and subject matter are so thoroughly sui generis.

Despite this, or perhaps because of it, "The Vaults of Yoh-Vombis" is very accessible and nicely highlights Smith's talents as a writer: luxuriant language, an aura of dread, sardonic humor and irony, and the sense of the immensity of history. Reading this first-person account of Rodney Severn, "the one surviving member of the Octave Expedition to Yoh-Vombis," one is easily transported to a version of Mars quite unlike anything found in the pages of Burroughs and his imitators. It is, for lack of a better word, "weird Mars," a place that that, while ostensibly within the realm of science fiction, is not limited by the strictures or expectations of that genre but instead plays with those literary boundaries to present a tale that is both enthralling and genuinely unsettling.

We know from the start that Octave Expedition's journey to the ruined Martian city of Yoh-Vombis ended in tragedy. Thus, the story is one of mounting revelation, as we learn, bit by bit, the details of the events that led to demise of everyone except Rodney Severn, who himself hopes to die in order to escape "the compulsion of the malignant and malevolent virus which is permeating my brain." Stories of this sort are, in my experience, difficult to pull off properly. With the conclusion foregone, the writer needs to find some way to ensure that the reader nevertheless is surprised, shocked even, by what it was that led to the already-known end. Smith succeeds in doing just this, but, compared to the atmosphere he conjures, that of an immeasurably ancient and dying Mars – a kind of "hyper-Zothique" – it is a small accomplishment.
"That place is deader than an Egyptian morgue," observed Harper. 
"Certainly it is far more ancient." Octave assented. "According to most reliable legends, the Yorhis, who built Yoh-Vombis, were wiped out by the present ruling race at least forty thousand years ago." 
"There's a story, isn't there," said Harper, "that the last remnant of the Yorhis was destroyed by some unknown agency – something too horrible and outré to be mentioned even in myth?" 
"Of course, I've heard that legend," agreed Octave. "Maybe we'll find evidence among the ruins, to prove or disprove it. The Yorhis may have been cleaned out by some terrible epidemic, such as the Yashta pestilence, which was a kind of green mould that ate all the bones of the body, starting with the teeth and nails. But we needn't be afraid of getting it, if there are any mummies in Yoh-Vombis – the bacteria will all be dead as their victims, after so many cycles of planetary desiccation. The Aihais have always been more or less shy of the place. Few have ever visited it: and none, as far as I can find, have a thorough examination of the ruins."
And so Severn and the other members of the Expedition set off into the ruins to discover the fate of once-great Yoh-Vombis. This gives Smith the opportunity to describe the eldritch beauty of the place, illuminated by the lights of Phobos and Deimos. As the archeologists descend into the depths, Smith has the opportunity to employ some of his most evocative language:
The air was singularly heavy, as if the lees of an ancient atmosphere, less tenuous than that of Mars today, had settled down and remained in that stagnant darkness. It was harder to breathe than the outer air; it was filled with unknown effluvia; and the light dust arose before us at every step, diffusing a faintness of bygone corruption, like the dust of powdered mummies.
Here, Severn and his companions discover just what happened to the inhabitants of ancient Yoh-Vombis and pay the price for their knowledge. I won't spoil the ending here, in part because I don't think that, in straight, expository language, I can do justice to it. This is a good example of how Smith's unique ability to transport his readers through an alchemy of language turns what could very well have been a banal, ineffective resolution into something terrifying. "The Vaults of Yoh-Vombis" shows Smith at the top of his game and I highly recommend it to anyone who's never read it before. It's as good an introduction to this overlooked author as almost any I can recommend.

Wednesday, December 3, 2025

REPOST: Retrospective: Metamorphosis Alpha

(Because I've started refereeing a Metamorphosis Alpha campaign this week, I have a number of posts planned in which I share my thoughts about the game and its oddities. Before doing that, though, I thought it might be worthwhile to revisit my original Retrospective post about it from July 7, 2010. I stand by everything I wrote in that original post, but I have more to say now that I'm in the midst of planning a campaign using MA, as you'll see in the coming days. –JDM)

Although Gamma World was (I think) the first RPG I played after Dungeons & Dragons, it was with its predecessor game, Metamorphosis Alpha, that I was obsessed for much of the early 1980s. Written by James Ward and first published in 1976, making it, depending on one's definitions, the first science fiction roleplaying game ever published, Metamorphosis Alpha is set aboard a vast generation ship (called the Warden in a typical example of early hobby self-referential hubris/humor). En route to another solar system far from Earth, the Warden passes through a radiation cloud that damages its systems, kills its crew, and mutates most of its surviving passengers, as well as the Terran flora and fauna traveling with them, into monstrous forms.

Over several generations, the descendants of the original passengers forget they're aboard a starship (which still functions, more or less, under the control of automated systems) and new societies arise on its various decks, which are kilometers-long in size and include many areas designed to mimic terrestrial environments for the benefit of the passengers who were supposed to live and work aboard the Warden while traveling for decades to another world. Player characters assume the role of un-mutated humans, humanoid mutants, and mutant animals, as they explore the Warden, ignorant that it's actually a starship. It's a very compelling premise, one that it shares with Robert Heinlein's Orphans of the Sky and Brian Aldiss's Non-Stop (sometimes titled Starship in certain editions). In many ways, it's a much more interesting, if somewhat more limited, premise than that of Gamma World.

My own obsession with the game stemmed from the fact, sometime after I acquired Gamma World, I also acquired the first The Best of Dragon compilation, which included articles about Metamorphosis Alpha in it. These articles were strangely inspirational to me, all the moreso because they were for a game that I'd never heard of, let alone seen, but that clearly bore a lot of resemblance in basic premise and rules to my beloved Gamma World. Thus began my quest to find a copy of the game, a quest that ended in vain. I asked the guys down at my favorite game store about Metamorphosis Alpha, but they told me it was long out of print and my best bet was to go to a convention and win it at an auction. The old grognards who hung out there added that MA "wasn't very good anyway" and that I was better off just using Gamma World and making up the rest.

And so I did. I pulled out my huge graph paper sheets and set to work to mapping out my version of the starship Warden. It was a long and tedious undertaking, filled with lots of missteps and heartache, because I never felt I could get it "right." This vessel was supposed to be 80 kilometers long or so, which meant that even a big map would have to use a very large scale. Moreover, what would a vast generation ship even look like? The only starships I'd ever seen were from movies and TV shows and none of them were generation ships designed to house a huge number of colonists, animals, plants, and machinery for decades of travel across many light years. Eventually, all these worries and concerns got the better of me and I abandoned my maps, something I regret now, even as I fully understand why my younger self admitted defeat.

Over the years, I retained a high degree of interest in Metamorphosis Alpha and kept hoping that, one day, a new edition would be released that'd give me everything I'd hoped for back in the days before I could even take a look at this mythical game. As it turns out, new editions have been published over the years, but each one has been a terrible disappointment to me, utterly lacking in the aura of mystery and possibility that surrounded the original. To be fair, some of that isn't the fault of the new editions -- though some of it is, as nearly all the new editions have been conceptually flawed in significant ways -- as much of the mystique about this game for me is that I could never find a copy.

I've since been able to read it and I'd say that, while it's definitely a very early game in terms of its mechanics and production values, it's nevertheless excellently inspirational. At 32 pages, it contains just enough information to get the referee going but not so much as to prevent him from putting his own stamp on it. I still don't own a copy myself; I keep an eye out for them but they're generally ludicrously expensive and I can't justify spending that kind of money nowadays. In truth, I should probably pick up where my younger self left off and just create my own starship maps and use Mutant Future for the rules. Heck, I have this crazy idea of a supplement for MF called Generation Ship, which would basically be Metamorphosis Alpha with the serial numbers filed off and better production values. Maybe that's something worth considering ...

Wednesday, November 19, 2025

Retrospective: Kafer Sourcebook

For reasons I'll explain in an upcoming series of posts, I've been thinking a lot about GDW's other science fiction roleplaying game, 2300AD (Traveller: 2300). As I've no doubt explained on several occasions, I was, for a time, a huge fan of the game and – especially – its setting. Truth be told, I still am a fan, even though I've not played the game in almost forty years. One of the things I've always admired about the game was its commitment to a plausible and "realistic" approach to the building blocks of its setting, whether scientific, technological, or political. Unfortunately, that same commitment has also probably contributed to my inability to ever sustain a 2300AD campaign.

Emblematic of the problems I've always had with the game is, ironically, one of its best supplements, the Kafer Sourcebook. Published in 1988 and written primarily by William H. Keith, Jr, it's a deep dive into the society, culture, history, and, above all, biology of the alien Kafers, humanity's only serious interstellar rival. It is a 96-page softcover, though it feels longer, due to the sheer amount of terrific science fictional speculation packed into its chapters. Even within a product line celebrated for its world-building rigor, this book stands out for its imagination and ambition.

Remember that, when 2300AD debuted in 1986, it was pitched as the “hard science” alternative to the looser, Golden Age-inspired SF of Traveller. 2300AD's other supplements focused on Earthly politics, interstellar cartography, and the starships, among other more "grounded" topics. For all its detail, however, the line lacked a unifying extraterrestrial element, something distinctive that would shape humanity’s place in the larger galaxy. The Kafer Sourcebook was the first supplement to supply that missing anchor. It thus introduced not merely an opponent but an entire framework for understanding alien intelligence within the setting.

At a glance, the superficially insectoid Kafers fill the recognizable role of an expansionist, technologically capable adversary, the kind of civilization that might form the backbone of a future interstellar war. But the Sourcebook's treatment of the species elevates them above cliché. Their defining trait is an evolutionary system in which intelligence surges only under stress, which feels both biologically plausible and conceptually daring. In their calm state, Kafers possess little more than animal cunning. Faced with fear, danger, or uncertainty, their mental capacities accelerate rapidly, granting them the clarity and ingenuity needed to confront threats. The result is a species whose history, culture, and institutions have arisen to support continual conflict, since it's only under such stress that the Kafers' intelligence continues to increase.

This evolutionary need for conflict becomes the core organizing principle for the book. Keith uses it to explain Kafer rituals of testing and challenge, their competitive clan structure, their tendency toward authoritarian politics, and the peculiar way they approach science and technology. The chapters on physiology and psychology are particularly strong, dense with speculative xenobiology that is nevertheless readable, even compelling. The cultural chapters, meanwhile, succeed in painting the Kafers not as a hive of faceless antagonists but as a coherent civilization with internal debates, eccentricities, and historical traumas. One comes away with the sense of a genuinely alien species whose motives can be understood but never comfortably predicted.

For all its strengths, however, the Kafer Sourcebook also highlights the central challenge of the species it so creatively presents. The Kafers are genuinely difficult to use in a typical 2300AD campaign. Their hostility isn’t ideological, political, or territorial in any human sense; it is biological. Once threatened, they are almost compelled to escalate conflict, their intelligence and aggression rising in tandem. This leaves little room for negotiation, espionage, manipulation, or the many shades of diplomacy that fuel most science fiction RPG adventures. A referee who wishes to portray the Kafers accurately must accept that they are not suited to casual interaction. They are best deployed as a looming existential threat or as the fulcrum of a military campaign, rather than as participants in the varied social and exploratory scenarios that populate the rest of the setting.

That is what makes the Kafer Sourcebook and, by extension, 2300AD’s use of the Kafers so frustrating. The supplement is filled with wonderfully imaginative speculation that makes these aliens excellent antagonists, yet it offers little sense of how they might function in any capacity other than that of an implacable foe. Keith’s efforts to avoid making the Kafers one-dimensional “bad guys” by rooting their behavior in evolutionary psychology paradoxically reinforces that very one-dimensionality. A species that becomes intelligent only when threatened cannot be negotiated with, reasoned with, or engaged meaningfully outside the context of conflict. In a game line otherwise rich in politics, exploration, and cultural interplay, the Kafers remain locked into a very narrow role. The result is an alien species that is brilliantly conceived on the page but difficult to integrate into the broader possibilities the 2300AD setting seems to contain.

Mind you, this is my eternal complaint about 2300AD. It’s an extraordinarily imaginative and beautifully presented setting, one that feels right in all the ways hard science fiction should, yet it somehow ends up feeling strangely dull. Unlike Traveller, I could never quite get a handle on what GDW expected players to do with the game. Its “realism,” whether technological, cultural, or political, always seemed to work against the very things that make adventure possible. Instead of opening doors, its grounded assumptions often closed them, leaving referees to do the heavy lifting of carving out reasons for danger, mystery, or wonder.

I think hat’s the tragedy of 2300AD: a setting bursting with potential, yet one that never quite shows you how to tap into it. It’s a toolbox full of fascinating parts, but without a clear sense of what you’re meant to build.

Wednesday, September 17, 2025

Retrospective: GURPS Space

When Steve Jackson Games released GURPS in 1986, it was already clear what kind of roleplaying game it wanted to be. Unlike TSR’s Dungeons & Dragons or GDW’s Traveller, GURPS didn’t offer a default setting. Instead, it presented itself as a toolkit. It was intended as a modular, universal system one could bend toward whatever genre one preferred. What gave this claim weight wasn’t its rulebook, which was necessarily broad in its content, but its supplements. Each one attempted to answer the question, "Could this generic system really handle everything from dungeon crawls to post-apocalyptic road wars?"

One of the first such supplements Steve Jackson Games released was GURPS Space (1988), co-written by William A. Barton and Steve Jackson himself. In hindsight, it feels like one of the pivotal books of the line, the one that established GURPS’s reputation as more than just a flexible rules engine. It showed how you could take a broad genre, in this case, science fiction, in all its wildly different incarnations, and provide the referee with the tools needed to create (or recreate) any SF setting he could imagine.

By the late ’80s, science fiction roleplaying was in a state of flux. Traveller (in both its classic form and the then-new MegaTraveller) was still the reigning champion of the genre, but its dominance was showing cracks. West End’s Star Wars had burst onto the scene in 1987 with cinematic flair and wide acclaim, while TSR’s Star Frontiers had quietly stalled, its last release appearing in 1985. Against this backdrop, GURPS Space (1988) offered something no other SF RPG of the period did. It didn’t compete on the basis of a single setting, canonical future history, or a familiar franchise license. Instead, it handed referees the raw materials with which to build their own universes, be they grounded hard SF colonies, two-fisted pulp romps, or baroque planetary romances in the tradition of Vance and Burroughs.

It was precisely this approach that first caught my attention. At the time, I hadn’t yet played or even read GURPS. I knew it only dimly through advertisements, probably in Challenge magazine. But when I finally encountered GURPS Space, I was enchanted. Here was a book that didn’t tell me what science fiction ought to be but instead gave me the tools to make it whatever I wanted. I bought a copy almost immediately, followed by GURPS itself, largely on the strength of this one supplement. This would have been around 1990 or ’91, just after the release of the second edition, which is why the cover you see above accompanies this post rather than the original 1988 cover.

I was not disappointed. The worldbuilding section alone struck me as one of the most useful pieces of RPG design of its era. It provided step-by-step procedures for generating star systems, planets, ecologies, and cultures that felt simultaneously playable and evocative. The alien-design rules were equally impressive, demonstrating how the flexible mechanics of GURPS could be harnessed to create a wide array of nonhuman beings, from the truly strange to the more familiar. Even the treatment of technology impressed me. By abstracting progress into “tech levels” (an idea borrowed and refined from Traveller), the book offered a simple but powerful shorthand for describing entire societies without resorting to endless lists of weapons and gadgets (though, in time, GURPS would provide those as well).

Of course, GURPS Space bore the characteristic style of the line: dry, methodical, almost textbook-like. GURPS Space was never going to win any rewards for its writing, nor did it offer the convenience of a ready-made universe. This is both a strength and a weakness. For referees seeking inspiration and tools, it was definitely a godsend. For players wanting a game they could pick up and play straight away, however, it could feel intimidating or even sterile. Of course, that was the point. GURPS Space wasn’t trying to compete with the likes of Star Wars. It was offering something entirely different: freedom. 

Taken as a whole, GURPS Space is one of the most significant supplements in the history of the line. It established the idea of GURPS as the “toolkit RPG,” a system whose real strength lay not just in its rules but in the genre handbooks that supported them. In my own case, it was the book that convinced me GURPS supplements were worth buying even if I wasn’t actively playing the game (which, truth be told, was most of the time). I wasn’t alone in this. Many referees I knew freely admitted to pillaging GURPS books for ideas and procedures to import into their homebrew campaigns. I strongly suspect Steve Jackson Games realized this and leaned into it, tailoring its supplements to appeal as much to curious referees as to dedicated GURPS players.

Looking back, it’s easy to see why GURPS Space made such an impression. It is fundamentally optimistic about exploration and the potential of alien contact, yet flexible enough to support darker, more cynical futures. It treats science fiction not as a single genre but as a sprawling field of traditions, each with its own possibilities. Above all, it captures what Steve Jackson Games was attempting to do with GURPS, namely, provide tools rather than a finished product and trust the imagination of referees and players to supply the rest.

That is ultimately why I still look back fondly GURPS Space, even though I don't play GURPS nor am I likely to do so anytime soon. Like so many of the supplements that followed in its wake, it doesn’t prescribe so much as inspire. Every table, every guideline, every suggestion is an invitation to ask questions and ponder answers. It’s not a book that hands you a ready-made campaign setting but one to spark ideas you might otherwise have not come up with on your own. In that sense, it’s less a manual than a launchpad, still capable of sending the imagination into orbit nearly four decades later.

Tuesday, September 16, 2025

The Articles of Dragon: "Luna, The Empire and the Stars"

Heads-up: over the coming weeks and months, you'll be seeing a lot of posts about articles that appeared in the Ares Section of Dragon. To some extent, that's just a function of my own personal preference for science fiction over other genres. However, it's also a function of just how good so many of the articles that appeared in that section were or at least how strong my memory of reading them still is decades later.

A good – but also peculiar – example of what I'm talking about appeared in issue #89 (September 1984). The article in question is "Luna, The Empire and the Stars" by Niall C. Shapero. As its title suggests, it's another entry in the series detailing the state of Earth's Moon in various SF RPGs, such as Gamma World and Traveller. I was a big fan of these articles, all of which were intriguing in one way or another. This one was no different.

However, what did separate "Luna, The Empire and the Stars" from the others in the series is that it was about a science fiction roleplaying game that I had never read, let alone played – Other Suns. I knew of the game, of course. Its publisher, Fantasy Games Unlimited, ran regular advertisements for it in the pages of Dragon throughout 1983 and into 1984. Based on the fact that FGU had already published Space Opera, a kitchen sink SF RPG with a notoriously incomprehensible ruleset, I assumed that Other Suns would be more of the same.

While this assumption on my part would ultimately prove to be wildly incorrect, I plead that this article – by the game's designer no less! – played a huge role in leading me astray. "Luna, The Empire and the Stars" describes the future history of the Moon, starting with the establishment of Colony One near Copernicus Crater in in 51 AE (1996). The use of the Atomic Era dating system from H. Beam Piper's stories was the first of many things that gave me a false impression about Other Suns. Piper proposed an alternative dating system that used the detonation of the first atomic bomb in 1945 as its starting point. It's a little silly in some respects, but, from the perspective of a sci-fi author writing in the aftermath of the Second World War, it's somewhat understandable, given all the popular talk of "the Atomic Age" and the like.

Besides being wildly optimistic about the prospects of a manned lunar colony just a dozen years in the future of when the article was published, Shapero postulates many other equally implausible things, though, to be fair to him, he wasn't the only person to assume the Soviet Union would survive beyond the 20th century. The article likewise buys into speculations about the rise of Japan as a Great Power that were commonplace in the 1980s, especially in SF literature. However, in Shapero's vision, Japan's rise is quickly countered by the USA, forcing the Japanese to form an alliance with Communist China. Worsening relations between the Sino-Japanese alliance and America eventually lead to World War III, resulting in the deaths of two-thirds of Earth's population.

Fortunately, the American and Soviet lunar colonies are unaffected by the devastation and agree to work together to rebuild Earth in the aftermath of the war. Through their efforts, some semblance of normalcy returns to the planet, though life is still difficult. The newly-established world government is weak and corrupt, leading the military to launch a coup that eventually replaces it with a hereditary monarchy. The First Terran Empire is born. If you think this all sounds vaguely reminiscent of the CoDominium of Jerry Pournelle, you're not alone. That's what I thought too, when I first read the article and yet another reason why I assumed that Other Suns was a hard-edged military SF game.

I can't say that I loved this article or thought it was particularly innovative, but it intrigued me. In 1984, long before the Internet, I was limited in my knowledge of any games that I didn't see on the shelves of local stores. While it was certainly possible to make use of mail order to buy games I only ever saw advertised, I rarely availed myself of it, because I wanted to see the game and hold it in my hands before I bought it. This was especially true of games like Other Suns, whose advertisements were cryptic at best. That's why articles like "Luna, The Empire and the Stars" were so important to me. In principle, they gave me a sense of what the game was actually like.

But, as I said in my original Retrospective post on Other Suns, this article did a very bad job of that. That probably explains why, even now, it looms so large in my memory. 

Wednesday, September 10, 2025

Retrospective: Mutiny on the Eleanor Moraes

When TSR released Star Frontiers in 1982, I imagine the company intended it to be the “science fiction Dungeons & Dragons” in the sense of being very broad in its scope and inspirations. To that end, the original boxed set presented a fairly straightforward system that emphasized accessibility and pulpy space opera-style adventures. Traveller it was not, nor, do I think, it was intended to be. TSR supported the game with the excellent Knight Hawks boxed set, as well as a handful of adventures, the best remembered of which are probably the Volturnus trilogy, a series of modules that functioned much like the The Keep on the Borderlands for D&D – an extended introduction to both the game and its setting.

By 1984, however, TSR seemed unsure of what to do with Star Frontiers. The game had never been as profitable for them as had D&D and the company was already turning its attention to licensed properties like Marvel Super Heroes and The Adventures of Indiana Jones, both released that same year. Star Frontiers would limp along for a few more years – even getting a pair of licensed modules of its own – but its line of support soon started to shrink. Into this environment appeared Mutiny on the Eleanor Moraes, the first part of the "Beyond the Frontier" trilogy.

Perhaps unsurprisingly, considering that it was written by Ken Rolston, Mutiny on the Eleanor Moraes is an excellent adventure. The player characters are part of the crew of the titular Eleanor Moraes, a small scout ship operating on the fringes of the Frontier. Their mission is to chart an uninhabited world designated Mahg Mar for potential colonization by the United Planetary Federation. While the characters are away from the ship conducting a planetary survey, the first officer seizes control in an unexplained mutiny, leaving the vessel in his control. Now out of contact with the Eleanor Moraes and thrown on their own resources, the characters must make their way back to the ship to discover what has happened.

From that point onward, the module shifts into a hybrid of a survival scenario and an open-ended exploration one. The characters must find food and shelter, contend with hostile alien fauna, scavenge and repair damaged technology, and even contend with robots reprogrammed by the mutineer to attack them, before eventually devising a way to retake the Eleanor Moraes. Because the mutiny occurs "offscreen," so to speak, the characters have no chance to prevent it, but once it has happened, they enjoy a great deal of freedom of action. The referee is given tools for handling wilderness travel, encounters with alien creatures, and the steady progress of the mutineer's own plans, creating a situation where time and resource management matter just as much as combat prowess.

What distinguishes Mutiny on the Eleanor Moraes from previous Star Frontiers modules is its tone. Where the Volturnus trilogy presented the pulpy and highly implausible world of Volturnus, this module feels closer to a science fiction survival tale, like Robert Heinlein's Tunnel in the Sky. It asks players not simply to blast their way out of trouble but to endure, improvise, and outthink their obstacles with only limited means at their disposal. It's a great set-up for an adventure in my opinion, which is why I've long held it in pretty high regard.

This approach was something of a throwback to an earlier era. D&D modules of that time were increasingly plot-driven, often built around a central antagonist. While Mutiny on the Eleanor Moraes does have one unavoidable story element (the mutiny) it thereafter opens into something much more freeform and sandbox-like. Its survival elements invite genuine creativity, since the characters’ success depends on how they use the limited tools and knowledge available to them. Couple that with a ticking clock – the characters must reach and regain control of the ship before the mutineer attempts to leave the planet without them – and you've got a remarkably engaging scenario.

As I noted at the start of this Retrospective, this module is the first in a new trilogy of adventures, suggesting that, despite whatever confusion TSR had about the game's place within its stable, it was still willing to commit some resources to it. Indeed, the next two modules in the series point toward Big Events in the setting about whose ultimate outcome I was genuinely curious. Unfortunately, nothing lasting came of it, as TSR overhauled the entire game and then completely abandoned it.

This context gives Mutiny on the Eleanor Moraes a bittersweet quality in hindsight. It demonstrates that Star Frontiers could have become a much more serious contender in its competition with other well-established SF RPGs had TSR pursued a more diverse range of scenarios instead. Its mixture of betrayal, survival, and wilderness exploration is genuinely engaging in my opinion and, from what I have gathered online, many referees have repurposed it for other systems precisely because the situation it describes is so adaptable.

Looking back four decades later, Mutiny on the Eleanor Moraes stands out for offering players a wide-open field for ingenuity and problem-solving. In doing so, it bridges two eras of TSR design – the freewheeling sandbox of the early days and the more scripted scenarios of the Silver Age. For anyone interested in science fiction roleplaying of the early 1980s or simply in how TSR approached a genre outside of fantasy, Mutiny on the Eleanor Moraes is a fascinating artifact. It's also a glimpse of the potential Star Frontiers possessed had it received stronger and more consistent support from the company.

Tuesday, July 15, 2025

The Articles of Dragon: "Preventing Complacency in Traveller Gaming"

As I explained last week, the Ares Section of Dragon was an absolute favorite of mine during the period when I subscribed to the magazine. Consequently, many of the articles I remember most vividly from those years appeared within it. That should come as no surprise to anyone who knows me, since science fiction is my true love and, until the advent of the Ares Section, sci-fi articles in Dragon were comparatively rare. Now, I had several of them every month and I couldn't have been happier.

Issue #85 (May 1984) contained a good example of the kind of article that stuck with me for years afterward. Entitled "Preventing Complacency in Traveller Gaming," it was written by Roger E. Moore. Though only two full pages long, it packs a lot of great ideas and advice into it. Moore's premise is that it's easy, after years of playing Traveller, to start seeing the universe it depicts solely through the lens of its world generation tables. For seasoned players, the shorthand of the Universal World Profile (UWP) is both strangely comforting and something of a straitjacket. 

That's why Moore issued a friendly but firm warning in this article to veteran referees and players alike: don’t let those numbers lull you into a false sense of understanding. The UWP might provide a useful framework, but the real work of building compelling science fiction locales lies in what you do with that framework. In fact, he argues, the surface-level rigidity of Traveller’s world generation system presents a terrific springboard for the imagination, if you’re willing to embrace ambiguity, interpretation, and the joys of contradiction.

The article is thus something of a manifesto for imaginative refereeing. Moore gleefully dismantles the idea that a world with a size code of 0 must be "just an asteroid colony," instead proposing alternate interpretations. Perhaps, he suggests, it’s a massive orbital station or a rogue moon or even a city-sized relic orbiting a dead star. A tainted atmosphere might not just mean smog; it could signal hallucinogenic pollen, post-volcanic ash clouds, or trace gases that cause skin to fluoresce. Hydrographics might imply steaming oceans or acidic lakes or frozen continents skated across by iceships. His point is not to throw away the UWP, but to complicate it and to turn it into a prompt rather than a constraint.

What Moore suggests here is, of course, accepted wisdom among longtime Traveller referees nowadays, but, at the time, I don't recall its being so. Consequently, I found the article almost revelatory in the clever way it reminded the reader that the numbers of the UWP are just the beginning. The real act of world building comes from asking, “What else could this mean?” A participatory democracy on a low-tech world? Maybe it’s a direct voting system controlled by a sentient AI with its own motives. A law level of 9? That could mean total disarmament – or an arms-free society hiding behind widespread telepathic enforcement or ritualized violence. The possibilities are endless.

Perhaps Moore’s greatest gift in the article is his encouragement to take nothing for granted. He delights in the idea that official UWP data could be wrong, misleading, or faked. He points out that tech level is a poor predictor of what’s available, let alone what’s culturally important. He reminds us that a government can call itself one thing and behave like another. He also notes that rapid change, chaos, and revolution are just as true to a science fiction setting as any neat planetary entry in a subsector catalog.

What I found especially useful when I read the article forty(!) years ago is that Moore doesn’t reject the UWP system or advocate abandoning this distinctive aspect of Traveller. Rather, he shows how to deepen and expand it. His is not a call for gonzo chaos or narrative fiat, but for interpretive richness and contextual layering. This is particularly useful in slower-paced campaigns, where the referee has time to imbue each world with history, nuance, and surprise. A jump-2 merchant route then becomes a journey through half a dozen genuinely unique cultures, each shaped as much by what's not revealed by the UWP as by what is.

What makes “Preventing Complacency in Traveller Gaming” still worth reading decades after its publication is not just the soundness of Moore’s advice, but the spirit in which it’s offered. As he so often is, Moore is playful, generous, and imaginative. He invites Traveller referees to breathe life into the game by treating each world as an adventure waiting to be discovered rather than a string of stats to be decoded. As a teenaged fan of Traveller, Moore’s article gave me permission to push beyond the rules as written and encouraged me to make the Traveller universe feel as strange as I could imagine it to be. This why this article has stayed with me all these years and why it still deserves to be remembered.

Tuesday, June 17, 2025

REPOST: The Articles of Dragon: Ares

I'm going to cheat for today's installment of this series. Rather than focusing on a single article from issue #84 of Dragon (April 1984), I'm instead going to talk about Ares, the magazine's new science fiction gaming section. First, a bit of background. Between 1980 and 1982, SPI published a gaming magazine entitled Ares. The magazine included a complete game in every issue (as was once typical of wargaming magazines), along with articles and reviews. Though not limited to sci-fi by any means, Ares did have a slightly science fictional bent to its content. There were eleven issues of Ares before TSR acquired SPI in 1982, followed by five more issues after the acquisition. The last stand-alone issue of Ares was published in "Winter 1983." TSR never really knew what to do with SPI's properties and wound up frittering them away over the course of the next few years, in the process alienating the company's considerable fanbase, many of whom (quite rightly) felt that TSR had handled the situation very badly. Though TSR tried to make some use of SPI's name and products, only the Ares name survived for long – and even then, "long" is a relative term.

From issue #84 to issue #111 (July 1986), Ares was one of my favorite sections of Dragon, since I've always been more of a SF fan than a fantasy one. The section featured articles on games like Traveller and Star Trek and Space Opera, as well as Gamma World, Star Frontiers, and a host of superhero games, especially Marvel Super Heroes. Because sci-fi has always played second (or third) banana to fantasy, you'd have expected that the pool of articles would have been pretty shallow in Ares but that wasn't the case. In my opinion, the quality of the articles in this section was consistently high, higher even than that of the rest of Dragon (which is saying something). However, its appeal was definitely more limited, which is why I suspect it was eventually killed. Why devote some many pages of each issue to genres that are also-rans compared to fantasy, especially D&D's brand of fantasy?

To this day, though, when I look back on the years when I subscribed to Dragon, the Ares articles are among those that stick out most prominently in my mind. Its coverage of Gamma World, for example, was truly excellent and I used a number of its Traveller rules variants over the years. And of course Jeff Grubb's regular "The Marvel-Phile" column was invaluable if you were running a Marvel Super Heroes campaign (or even if you weren't and were just a fan of the comics). I've always thought it a pity that a non-fantasy-centric gaming mag never really gained any degree of prominence. GDW's Challenge, where my first published writings appeared, was a decent stab at such a thing, but it eventually folded, too, much to my disappointment. Like Ares, Challenge filled a hole in the hobby that needed filling. In my opinion, it still does.

Thursday, June 12, 2025

The Hidden Masters of Pulp Fantasy

One of the regular series for which this blog was once known is Pulp Fantasy Library, in which I highlighted individual fantasy and science fiction stories I felt had been influential, directly or indirectly, on the development of the hobby of roleplaying. The series eventually grew to more than three hundred entries and taught me a great deal in the process of writing it. However, it also required considerable effort and often received little reader engagement, so I brought it to a quiet close in 2023. I sometimes consider reviving it in a modified form, but I’ve yet to find the right approach. Still, I keep thinking about these early works of fantasy, which is what led to this post.

From the vantage point of the first quarter (!) of the twenty-first century, it’s all too easy to forget just how strange fantasy and science fiction once were – not merely in their imaginative content but in the intellectual and spiritual traditions from which they drew. We tend to think of early speculative fiction as arising primarily from a matrix of adventure tales, scientific romances, and classical mythology. However, another powerful and often overlooked influence is the world of Spiritualism, Theosophy, and other esoteric traditions. These weren’t mere fads in the late 19th and early 20th centuries; they were serious systems of belief for many, including a surprising number of the authors who helped lay the foundations of what we now call genre fiction.

Even more fascinating is how many once-occult concepts have since become commonplaces of fantasy and science fiction, like astral projection, past lives, lost advanced civilizations, invisible planes of existence, and cosmic cycles of spiritual evolution, to name just a few obvious ones. These weren’t originally the products of scientific or rationalist speculation. They were occult doctrines, often articulated with the structure and certainty of any other religion. Early speculative fiction served as a powerful conduit for these ideas, transmitting them into the cultural imagination.

Take, for instance, astral projection, which recurs throughout pulp fantasy and science fiction. In Theosophy, this is the “etheric body” or “etheric double” leaving the physical body to traverse the astral plane. In fiction, this idea becomes John Carter’s unexplained voyage to Barsoom in A Princess of Mars, where his body remains behind on Earth while his spirit is transported to another world by sheer force of will. Burroughs never offers a scientific explanation for the phenomenon nor did he need to do so. His readers would likely have recognized the trope from already extant popular occult literature.

Similarly, reincarnation and karma, central tenets of Theosophy and many forms of Eastern-influenced Spiritualism, appear in the works of authors like Talbot Mundy, whose protagonists sometimes recall past lives in ancient empires. The same is true of many tales penned by Abraham Merritt. In The Star Rover, Jack London tells the story of a prisoner who escapes his unjust physical confinement by entering trance states that allow him to access a series of former incarnations. This isn’t merely a fictional conceit; it reflects a specific metaphysical worldview in which human identity unfolds across many lifetimes, a view that gained traction during the late 19th and early 20th centuries. Even readers who didn’t share this worldview would nevertheless have been familiar with it.

William Hope Hodgson is another fascinating case. He blends arcane science with mystical speculation in his "Carnacki the Ghost-Finder" stories, which feature protective sigils, vibrational zones, and references to the "Outer Circle," a realm inhabited by malevolent entities existing just beyond human perception. All of these ideas draw heavily on contemporary occultism. His novel The Night Land, a work of science fantasy more than horror, is set on a dying Earth haunted by monstrous spiritual forces and saturated with the oppressive weight of cosmic time. It echoes Theosophical doctrines of vast evolutionary cycles and the occult preoccupation with psychic resistance to spiritual evil.

Marie Corelli (born Mary Mackay), once one of the most popular authors in the English-speaking world, is now rarely read. Her novel, A Romance of Two Worlds, for example, blends Spiritualist belief with melodrama and science fictional concepts, such as portraying electricity as a bridge between the material and spiritual realms. She directly influenced writers like H. Rider Haggard and even Arthur Machen, both of whom in turn shaped the subsequent development of fantasy. Even Edward Bulwer-Lytton, now best known for the infamous incipit “It was a dark and stormy night,” was a serious student of esoteric lore. His novel Zanoni depicts an immortal Chaldean adept who achieves transcendence through secret knowledge, an early example of the “hidden masters” who would later become a staple of Theosophy.

Which, of course, brings us to Theosophy itself, which had perhaps the most lasting and far-reaching impact on the development of both esoteric thought and fantasy. Founded in the 1870s by the Russian-born mystic, Helena Blavatsky, Theosophy combined elements of Hinduism, Buddhism, Neoplatonism, and esoteric Christianity into a vast occult cosmology. Through books, journals, and lectures, it promoted a view of the universe in which mankind was but one phase in an immense spiritual drama, involving lost continents, ascended masters, and ancient wisdom. These ideas found fertile ground in genre fiction. The controversial “Shaver Mystery” stories published in Amazing Stories in the mid to late 1940s and purportedly based on true events involve ancient subterranean races like the evil Deros (which itself served as an inspiration to Gary Gygax). Shaver's stories read like Theosophy blended with pulp sensationalism.

Even Clark Ashton Smith, whom regular readers will know is my favorite of the Weird Tales trio, drew on esoteric themes. Ideas like cyclical time, forgotten civilizations, and arcane knowledge recur throughout his work. His Zothique cycle, set on the last continent of a dying Earth, reflects the Theosophical notion of a future “seventh root race” and the eventual exhaustion of history.

Against this background, H.P. Lovecraft stands out, not because he rejected religion in general (though he did), but because he specifically targeted Spiritualism and occultism. He was deeply familiar with the claims of mediums, astrologers, and Theosophists and dismissed them with open contempt. In his correspondence, he regularly mocks the “credulous” who place faith in séances, reincarnation, and similar beliefs. At the behest of Harry Houdini, Lovecraft even collaborated on a book titled The Cancer of Superstition, intended as a wholesale debunking of Spiritualist claims. The book was never completed due to Houdini’s sudden death in 1926.

Despite this, Lovecraft’s stories are filled with forbidden books, lost knowledge, and ancient alien races whose truths are too terrible for the human mind to bear. In this way, Lovecraft doesn’t discard the tropes of occult literature – he inverts them. Where Theosophy promised spiritual enlightenment and cosmic unity, Lovecraft offers only madness, degeneration, and a universe that is not merely indifferent but actively hostile to notions of human significance. His “gods” are not hidden masters but incomprehensible and uncaring forces. Structurally, however, he preserves much of the occult worldview: a hidden reality lurks behind the surface of things, accessible only to initiates – scholars, madmen, and cultists. Lovecraft didn’t reject that structure; he twisted it and filled it with dread.

All of this makes it remarkable just how thoroughly modern fantasy and science fiction still bear the imprint of these early occult influences. Astral travel, alternate planes, soul transference, hidden masters, and cosmic cycles remain staples of the genres. They’re treated today as neutral, even secular, tropes of worldbuilding, even though their origins are anything but secular. They are spiritual, mystical, and often explicitly religious in intent.

My purpose in this post isn't to diminish these genres or to reduce their works to a list of influences. Nor am I offering an invitation to embrace the esoteric as literal truth. Instead, I'm reminding everyone of just how permeable the boundary between belief and imagination has always been and how fantasy, in particular, has long served as a vessel for metaphysical speculation, even when dressed in the garb of swords and sorcery or rocket ships and ray guns. Perhaps this is one of the reasons these genres endure: they don’t merely entertain; they echo the ancient human desire to find meaning in a world that so often seems devoid of it.