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

Friday, 2 May 2025

A feeling of overwhelming awe

One of my favourite places in the mid-1960s was the London Planetarium in Baker Street. In fact that’s not strictly accurate. My favourite place was, as always, the inside of my own head. The Planetarium was just a good way to get there.

The auditorium was nearly twenty metres across and in the centre was the giant ant-like shape of a Zeiss Mark IV projector. As the lights dimmed, the cosmos was thrown against the dome and on wings of the imagination you could soar among the stars.

It never failed to cause a tingling at the back of my neck. "Do they chill the room when the show starts?" I asked my father. They didn’t have to. The sensation of cold I felt was awe at the immensity of space, a delicious sensation on the cusp between excitement, curiosity, and fear.

H.P. Lovecraft must have felt those same emotions. He talked about that “mixed wonder and oppression which the sensitive imagination experiences upon scaling itself and its restrictions against the vast and provocative abyss of the unknown.” I wouldn’t call it oppression myself. Even to say fear isn’t right. I was eager to launch myself into that abyss; I loved the daunting face of the unknown, the mind-staggering distances between stars and galaxies. I didn’t then and don’t now subscribe to any religious views – they would only have diminished and cheapened the experience. The uncaring blankness of the universe was exactly what attracted me and instilled that awe.

Lovecraft called it the chief emotion in his psychology, and in that respect we’re kindred spirits. So it’s surprising that, until now, only one of my books could really be said to be Lovecraftian, and that's Heart of Ice.

I’ve run Lovecraftian roleplaying games, though never really a devotee of Call of Cthulhu. Investigation is only the most superficial element of HPL’s tales, and there is always the risk with any investigative scenario that it will fall into the old-fashioned whodunit pattern in which some enormity disrupts the status quo, the investigator solves it, and normal order is restored.

That’s not intrinsic to CoC, but it’s a template that players may expect. A better form of mystery that offers scant comfort is noir. There the transgression is revealed in greater and greater depth as the layers are peeled back. The investigator is unable to stop, like unwrapping the bandages over a suppurating wound, and there is no denouement in which order can ever be restored and people made safe because the safeness was an illusion to begin with. The world is not set right, the problem is not really fixed, but the investigator is fundamentally changed by his or her experiences, and it is that journey to face up to a reality that gives no consolation that makes for a kind of bleak heroism, just as Lovecraft’s cosmic fiction should.

“In general, we should forget all about the popular hack conventions of cheap writing and try to make our story a perfect slice of actual life except where the one chosen marvel is concerned. We should work as if we were staging a hoax and trying to get our extravagant lie accepted as literal truth.”
– H.P. Lovecraft, Some Notes on Interplanetary Fiction

So when Paweł Dziemski, the creator of Storm Weavers, proposed that he and I should collaborate on a Lovecraftian horror gamebook and app, my only thought was why had I left it so long? I’ll have more to reveal about our project in the weeks ahead, but for now I’ll just leave you with the title: Whispers Beyond The Stars. We’ve aimed to make it a truly cosmic horror adventure, and we hope that HPL would approve.

Thursday, 23 January 2025

This again?

'You should read some history, sonny boy. Read about the Black Shirts and the Gestapo and concentration camps.'

'That's not the same thing as Lisa Treadgold. Hitler was a fiend. Lisa's just a very beautiful woman with strong opinions. Do you mind her being so beautiful?' Timothy asked innocently.

These words made Fanny so angry she stopped the car. 'Listen, dumbo,' she said, glaring. 'I realize I'm no oil painting, and I'm not rich, and I'm not famous, and no one wants my autograph--'

'And you smoke too much,' Timothy said cheekily, trying to make her smile. Really, he was quite afraid of her at that moment. She looked fierce.

'And I smoke too much,' Fanny agreed. 'But there's one thing I'll tell you, and it's this. Learn to be frightened. When you see some magic-type person, a public person, hogging the media to talk about bringing back the birch and hanging, it's time to get a little nervous. Because the person who gets beaten or hanged might turn out to be someone you know. You with me so far?'

Timothy said, 'Okay so far.'

'But when that sort of person talks about action groups and banded together brotherhoods of citizens and vigilantes, get terrified. Because the person who gets dragged away in the middle of the night for a flogging might turn out to be you. Yes, you. Simply because you're a decent, normal, pleasant, dim human being. The sort of person who just happens to get in the way of the bully boys and bully girls. Do you understand, Timothy?'

Nicholas Fisk's novel You Remember Me! was originally published in 1986 but has been forgotten where other kids/YA fantasies, less uncompromising, have endured. Too bad. In it, a TV star founds a right-wing populist political movement with promises to make the country great again. A generation raised on stories like that might not be making the mistake of putting people like this in power -- because, once they have it, they intend to hold onto it, and to do so they will uncaringly wreck the democratic institutions and regulations that have taken generations to set up.

Narcissists and plutocrats served by a coterie of sycophants and compliant dopes insincerely pandering to the electorate's sense of inadequacy with crude slogans... it's a stuck record and you'd think people would be fed up to the back teeth of it, but it seems that politics, like entertainment, just consists of the same old clichés endlessly recycled.

I'm not delusional; I realize there's no going back to 'normality' now. Western democracy is in its end-of-the-republic phase, authoritarian regimes are thriving, and the world is cooking its own goose. Still, track down a copy of Mr Fisk's book if you can find one. Or at least listen to the hosts of the Backlisted podcast discuss it with author Sam Leith. Or watch Asif Kapadia's new movie 2073. Too grim? Hey, it's less disheartening than watching the news

More about Elon Musk tomorrow, I'm sorry to say.

Friday, 29 March 2024

Maps of the mind

Martin Noutch, author of the wonderful Steam Highwayman books, is a true scholar of the craft of gamebook writing. One of the reasons his own books are so good might be because he has thoroughly analyzed the works of other writers in the field. The shoulders of giants and all that.

So that you can benefit from his studies too, Martin recently posted his story maps of the Fabled Lands books. Looking at those prompted me to dig out some of the maps I used to plan the books. Astonished that I still have this stuff after 30 years? I'm working on that hoarding obsession.


Trust me when I say that you haven't seen the full possibility of storytelling married to open world gamebooks until you've played the Steam Highwayman series.


And if you like the idea of steam-powered vehicles and picaresque adventures in an early 19th century setting (or style thereof), I recommend Keith Roberts' seminal SF novel Pavane. (It is SF, incidentally, and not steampunk, which is really a branch of fantasy because physics, but I don't want to give any spoilers. Read it and see.)

Friday, 18 August 2023

Likeability is overrated

I've said it before: in fiction (but not in life) likeability is overrated. Here's author Robert J Sawyer on one of the Five Things You Need To Write Compelling Science Fiction and Fantasy Stories:

'An interesting character. Not necessarily a likeable one, not even necessarily a relatable one, but an interesting one. The best example of a complex main character in all of science fiction is Robinette Broadhead in Frederik Pohl’s Hugo and Nebula Award-winning Gateway, which is told as flashbacks during Broadhead’s psychoanalytic sessions with a computerized shrink. He’s not at all likeable, but, wow, is he ever fascinating.'

It also applies to player-characters in games. Players can be too worried that others will judge them personally by the characters they choose to play. Screw that. There's nothing more boring than a game populated by decent people, however much we'd like real life to be like that. Make your characters interesting, and never mind if they're nice.

Some more thoughts from me on that here and here. But you're always having to put up with what I think, so if you're pressed for time look at Mr Sawyer's advice. Like Pohl, he too has won the Hugo and Nebula Awards. He says, 'I was born to write for [the Star Trek] franchise!' and I concur. I would love to see his take on the ST universe.

Friday, 12 November 2021

A devil's bargain

Image by Pulp-O-Mizer
Not many fantasy stories are more often cited as thought experiments in moral philosophy than as fiction. I’m thinking of “The Space Traders” by American lawyer Derrick Bell. In a nutshell: super-powerful beings arrive on Earth and offer the United States money, energy and technological advances if all the non-black people agree to hand over all the black people to the angels/devils/aliens.

The Trolley Problem it ain’t. We can’t know what other people will do when faced with an ethical question. It’s hard enough to predict what we’d do ourselves; look at all the people who are convinced they’d have stood up to the Nazis if they lived in 1930s Germany. Derrick Bell takes a misanthropic view -- in his story there’s a referendum and the black Americans are handed over. If Germany had held a referendum in 1940, would the majority have voted to exterminate the Jews? They certainly colluded with that policy, but it was framed in a way that allowed the average citizen to tell himself that he didn’t actually know what was going on. Being confronted with the stark truth and voting on it – morally pulling the trigger, so to speak – would be a different story. We hope.

And the Jews had been demonized in Nazi propaganda for years. Posters claimed they’d betrayed the country, hoarded gold, spread disease – all sorts of conspiracy nonsense, and (as now) there are always idiots who’ll believe it. But for citizens to turn against a group of fellow citizens out of a clear blue sky – whites against blacks, or blacks against whites, even given the dire racial history of the Confederacy -- would be a whole other matter, surely? We cling to the hope humanity is better than its worst moments.

And yet… Islamic State threw gay men off rooftops and then stoned them if they survived that. The people who flocked to join IS presumably condoned it. Even so, it’s not the same as voting within a normal society to murder a group of people. IS was a self-selected band of extremists; we’d expect them to behave like rabid fanatics.

It seems like it might be easier to turn on a subgroup if belonging to that subgroup is a matter of choice rather than an accident of birth. The English in Tudor times might have voted to round up Catholics, if voting had been a thing. The Khmer Rouge, in common with many populist movements, hated intellectuals and was happy to persecute them. Crusades and holy wars throughout history have been all about exterminating people who don’t believe in your big guy in the sky.

Derrick Bell’s story would be more interesting if, instead of making his fictional citizens outright monsters, he’d presented them with a choice that was more honestly and credibly tempting. “We want all your incarcerated criminals,” the aliens/angels could have said. “No harm will come to them but we’re taking them away from Earth.” Even without the offer of extraterrestrial super-tech, getting rid of those inmates immediately saves the US about a hundred billion dollars. Tempting yet?

It’s still an absolutely appalling scenario. With no idea of what fate those exiles are going to face, a vote to hand them over is heinous self-interest and nothing more. However, until very recently a referendum on capital punishment in the UK would have voted in favour of sending some criminals to their death. That’s a lot worse than being banished to space. As a society we don’t make serious efforts to address the root causes of crime, nor to rehabilitate the criminals we have. In a sense we’re already consigning them to exile from humanity, and we’re not even getting fusion power in return.


How might this sort of ethical Gordian Knot be presented in a roleplaying scenario? An example from our Last Fleet game: the war has been going badly for the fleet, and the Corax offer a deal. Humans can live in peace, but they will be settled on one world and they have to give up all their technology. Effectively it would be a return to a primitive Eden. The Corax undertake to watch over the human planet, ensuring no disease or asteroid impact would ever be an existential threat -- but also to make sure we never develop science that could get us off the planet. The deal in a sense is that the Corax are offering to become humanity's gods. Immediately it gets interesting because some will want to take the deal ("We get to live. Our descendants will know peace, not endless war.") but others will bitterly oppose it ("So the human race becomes the pets in a Corax zoo?") If it's presented as a genuine and tempting option, it could cue a lot of gutsy inter-party conflict. I should add that in our game the Corax were not interdimensional fungi (wtftm) but creations of humanity ourselves. A war against your own rebel children is obviously more interesting than one against a genuinely alien Other.

Or it could be a bargain like the one Clark Ashton Smith postulates in his story "Seedling of Mars". The alien's offer ends up dividing humanity into two warring camps -- which might well have been the intention all along.

Going back to "The Space Traders" idea, the choice needn't hinge on an entire racial or ideological subgroup. People in the millions are abstract. What if it's a single individual? You can have all these wonderful things: free energy, unlimited resources, miraculous medicine, nobody goes hungry… and in return you give us one person. One human being for the lives of billions yet to be born.

What would you do?

Wednesday, 27 January 2021

The mutants


I don't often cross-post to my personal blog, but this month I'm talking about Daleks -- with some side detours into SF writing in general -- so that might be of interest even if you're not a comics fan.

More science here on Friday. Not fiction, this time, but fact. I'll be talking about big balls of wibbly-wobbly, timey-wimey stuff. Set your dematerialization circuit.

Thursday, 19 November 2020

Dish of the day


I've posted before about the genesis of the Starship Captain books (The Wrong Side of the Galaxy and A Galaxy Too Far). The first book began in the style I would have enjoyed when I was eleven, but fifty years on publishing is a very different world. Some of the material I wrote ended up on the cutting room floor and Jamie rewrote much of the rest. The finished book is about 20% mine in terms of text, but hardly mine at all in tone.

Here's an example of a chapter from my version of the book. Skip right to it now if you don't want spoilers. Taking inspiration from the thought that being a food animal for humans is a winning evolutionary strategy (where would pigs, cows and chickens be today if we didn't rear them to eat?) I wondered how an alien politician might act to preserve his species in the face of an all-conquering genocidal civilization. The Leptira are that civilization, here described as "insectoid" -- another thing that would have annoyed 11-year-old me but that is standard practice in modern sci-fi. Don't judge Poltro too harshly, will you? What else can he do to save his people? It isn't so crazy that turkeys might vote for Christmas, after all, if the alternative is extinction.


A Hard Bargain

“Sir, are you feeling all right?” said the applicant, his young face scrubbed and shining with concern.

“I’m fine, thank you,” said Poltro.

It was a lie. Being aboard a Leptira flagship was enough to give anyone a terminal case of the jitters, but the main reason he was feeling peaky was the two litres of insect poison he’d forced himself to drink that morning. He pulled out a silk handkerchief and dabbed at his pudgy face. Was the room spinning? They were in orbit, of course, but this seemed worse. I mustn’t pass out, he told himself. That really would be the end of the world.

Poltro had an antitoxin to neutralize the poison, but that was back on his bedside table, about forty kilometres straight down. He could hardly bring the antitoxin to the meeting in case the Leptira searched him, but he didn’t think he’d need to. Everything would have been fine if they’d stayed on schedule – by now he’d be on the shuttle home. Except that the ambassador had already kept them waiting almost an hour. Poltro should have anticipated that. By now the stuff was really working its way into his bloodstream and, although it was meant to be fatal only to insects, he was getting to feel as if somebody had put all his internal organs in a smoothie blender.

“Ugh.” Poltro clapped his hand over his mouth. Between the effects of the poison and guilt at what he was about to do, it was a struggle not to throw up all over the ambassador’s waiting room.

“Are you sure you’re okay?” said the applicant, fidgeting on the seat next to him. “Only you’re sweating rather a lot – ”

“They keep it too hot in here,” Poltro shot back.

“ – and the sweat looks sort of… well, green.”

Poltro didn’t look at him. He didn’t want to see the look in the applicant’s eyes – eagerness, honesty, decency. That’s why he’d kept everything so coldly businesslike up till now. Getting to know the fellow would only make it harder.

“A new mineral supplement I’ve been taking,” he said. “It’s good for the liver.” He didn’t add that unless he got the antitoxin quite soon, he’d probably need to buy a new liver.

He could feel the applicant’s relief. “Oh, I haven’t heard of that one. I’ve got a whole range of vitamin and mineral – 

The door to the ambassador’s office hissed open and a Leptira official in stiff grey-and-orange robes emerged holding a slate. It scanned the list of names and appointments with eyes as unreadable as lumps of polished coal.

There was no-one else in the waiting room. Finally the wretched creature looked up at them.

“Senator Poltro Gnaktagurr,” it declared in a scratchy voice that sounded like an off-key tune played on an instrument stringed with raw nerve endings.

Poltro winced. Typical Leptira disdain for local customs. As a member of a noble family, most of the letters in his name were silent. It was supposed to be pronounced just “Nak”, like somebody starting to say “no” but hiccupping instead. Still, what was the point of correcting it? Most of the young people of his own planet could hardly be bothered with the old customs, and when you had dealings with the Leptira, your name was whatever they chose to call you.

 “I’m here.” He got slowly to his feet, shrugging off a helping hand from the young applicant.

The ambassador’s office wasn’t quite as big as a throne room, it only seemed that way because of being built across three levels of a converted docking bay. Poltro traced a fresh dampness in the air to a stream that gave off a soft relaxing murmur as it ran down from the carpeted upper area through a garden of heavily over-scented flowers from Leptira’s purple moon to a replica beach. The white sand of the beach area had been raked into the careful geometric patterns that the Leptira loved to create and then destroy. Beyond that, a view of Poltro’s home planet of Mondress filled three-quarters of the vibroglass window that looked out into space.

Despite himself, Poltro was impressed. He could easily imagine the Leptira sitting on that beach with cold drinks and a plate of bar snacks at the end of a long day, gazing out of the window and discussing the planet they intended to destroy.

It didn’t surprise him that a Mondressan ambassador like himself wasn’t considered important enough to merit a meeting on the garden or sand levels. The Leptira ambassador sat waiting directly in front of them at a transparent desk inside which luminous eels swam sluggishly. Behind him – or her, or it – stood half a dozen other officials, all wearing the distinctively hexagonal-patterned clothing, armour and weaponry of the Leptira diplomatic corps. There were no other chairs.

“Your Excellency,” Poltro bowed and then held out his hand, confident that the ambassador wouldn’t shake it.

To his surprise, however, the ambassador got up and came around the desk. A feeler reached out to stroke his fingers. Poltro felt the briefest touch of buzzsaw-sharp bristles, like a horse flicking at flies with its tail, then the ambassador drew his arm away. Perhaps he sensed the poison in Poltro’s blood, or perhaps it was just natural rudeness.

“So this is your applicant,” said the ambassador, fixing all his eyes on the young man.

“Pleased to meet you, Excellency.” The applicant extended his hand and the ambassador took it in both sets of feelers, stroking it with the careful attention of a gourmet judging the ripeness of a piece of fruit.

“Mmm,” buzzed the ambassador in satisfaction, and looked at Poltro as if to say, “Ah, so you didn’t put any nasty poison in this one.”

Poltro was feeling sick again. He just wanted to get the whole business over with. “Show His Excellency your résumé,” he told the applicant.

The ambassador stared at the folder that was offered to him, then waved over one of the officials, who snatched it from the applicant’s hand. Laboriously – because Leptira diplomats were given more training in warfare than in foreign languages – it read out the list of accomplishments.

The ambassador gave an impatient flick of his antennae. “So you can type, manage a database and you know how to file a report in octupilicate…”

“I also have a degree in Interstellar Relations,” said the applicant, looking hurt.

“I’m more interested in – what would you call it on your planet, Poltro?”

“The inner man?”

“Precisely. This position calls for a well-rounded individual.”

“Well,” said the applicant, his enthusiasm kicking up a gear, “my hobbies include painting miniature  – 

“I’m sure that’s marvellous,” interrupted the ambassador. “Those miniature whatevers don’t paint themselves. But a healthy mind requires a healthy body.”

The applicant looked to Poltro for reassurance. It was beginning to dawn on him that the interview wasn’t going the way anybody would expect for a secretarial position.

“His Excellency just wants to be sure that you are in proper physical condition for this job,” said Poltro hurriedly. “It’s not just pattering fingers on a keypad and lifting the phone, you know. There could be travel – to the galactic main, even to the Hub.”

He turned away to look at the aquarium desk so that he wouldn’t have to see the gleam of excitement in the young man’s eyes.

“That’s a coincidence, the senator and I were just talking about vitamin supplements,” the applicant told the ambassador. “I’m quite a health nut, I’m afraid. Exercise and a good diet are hobbies of mine too.”

“Don’t apologize,” said the ambassador. “That’s exactly what we like to hear.” He took the folder from the official and went so far as to glance at the cover. “You don’t smoke, drink, mash or steep, I take it?”

“Mash? Steep?” The applicant hesitated for a moment, puzzled at the bad habits of far-off worlds, but soldiered on through. “Er, no, I don’t do any of those things.”

“There’s only one more question,” said the ambassador. “You’re not, I trust, a vegetarian..?”

“I suppose I ought to be,” laughed the applicant, “but I just love meat too much.”

“Mmm.” The ambassador looked up. “Me too.”

Poltro couldn’t take any more of this. “If that’s settled, Excellency, I expect we should be getting out of your way.”

“Oh, you can go, Poltro,” said the ambassador. “I was thinking that Mr –  he looked again at the résumé – “Mr Kolvubar here – 

“It’s pronounced ‘Kolbar’, actually,” said the applicant. Everybody ignored him.

“I’m so impressed with Mr Kolvubar,” said the ambassador, “that I’d like to keep him for lunch.”

Poltro was boarding the shuttle back down to Mondress when his phone beeped.

“Ambassador!” He forced a smile into his voice. “Everything satisfactory, I hope?”

There was a sound that might have been a belch. “Oh yes. I’d go so far as to say your sample exceeded all our expectations, Poltro. I believe we have a deal.”

As the shuttle nosed out of spacedock, Mondress appeared in the porthole, a sun-blazing jewel of clean blue seas and greenly wooded continents. Yet already there were brown scars of deforestation visible. And there in the darker zone where night had fallen, Poltro could make out the dull fiery gleam of Leptira factories, huge disfiguring patches, spreading daily from coast to coast. “Where’s the harm in economic development?” people had been saying. “Let’s face it, Mondress is a backwater. We should be flattered that the Leptira wish to invest in our world.”

Poltro knew what “economic development” by the Leptira really meant. Was everybody else blind? Why did he alone have to save – ?

“Are you still there?” snapped the voice on the phone.

“Yes.” Poltro shook his head. “That’s… marvellous news, Your Excellency.”

“Of course it is. So we’re going to be putting in a larger order next time.”

In between the waves of nausea, Poltro felt both elation and despair. He knew what was coming, but he had to ask. “A larger order?”

“Yes. Shall we say: your entire species?”



Friday, 14 August 2020

Summoned by She


How do you get your players into an adventure? The standard fallback used to be “a man rushes into the pub…” I confess I’ve used it myself, with variations. In gamebooks, you want to get through the set-up fast because the player isn’t getting to make any choices. That’s not so important in a roleplaying game, where just talking in character is as much fun as agency. So over time I’ve allowed the lead-in to an adventure to become a session in itself – the equivalent in comics of decompressed storytelling.

Here’s an example from our Immortal Spartans game. The meta-campaign was Tim Harford’s brainchild to allow multiple referees to run a series of linked campaigns – think Highlander, only Spartan not Scots. In the campaign I ran the characters were based in Constantinople in 877 AD, so at this point they’d been alive for well over a thousand years. In all that time they had encountered only three other immortals like themselves: Enkidu, a deranged being called the Etruscan, and Hiya (= She), originally from Arabia but now ruler of a remote civilization in central Africa.

And then…


HIYA’S INVITATION
20 Ἡραῖος (October), 6386 Anno Mundi.  The evening of the races. The Spartans are having dinner at their waterfront mansion (see cutaway above) when their major-domo comes to say that a vessel is approaching the dock. At this time of night their harbour gate should be shut, so it is surprising news.

The boat is a small single-masted schooner under oars, with a crew of a couple of dozen tall, well-proportioned, handsome men and women. All seem to be Africans. The captain gives his name as Yoruba, and he greets them respectfully with his eyes downcast.  He is a servant of “She Who Must Be Obeyed” and he presents them with a document from her. The document at first appears to consist only of a hieroglyphic eye-symbol, but Ganymedes’s eyes* reveal writing:

“Just a little experiment in optics. Yoruba will bring you to me. Please come at once. – Hiya”

Hiya’s island
Hiya’s palace is on Spoon Island, which is located between the islands of Fortress Island and Saddlebag Island about 12 miles south-east of Constantinople. It is the second-smallest of the Princes' Islands, with an area of 0.006 km2 (0.0023 sq mi).

They are met at the quay by an old African major-domo (whose name is Gotali) and some torchbearers. All keep their eyes on the ground as they address the Spartans, saying they will conduct them to their audience with the Goddess.

They are led by woodland paths strung with lanterns towards a palace through whose open colonnaded windows they see many artworks of antiquity. It seems more a museum than a home, and they are led right along the terrace (an Egyptian mosaic) and across a wide lawn towards a grotto encircled by trees with a fountain in the middle.

The servants silently draw back into the shadows. A light appears in the fountain and there is a suppressed intake of breath from some of the servants. The light grows brighter, then suddenly seems eclipsed so that the centre of the fountain is a block of shadow surrounded by a bright nimbus.

Then they see Hiya’s face appear in a blaze of light across the trees, a flickering image that is sometimes huge and distant, then flickers to lie across the paving stones or the bushes nearer at hand. Her voice comes from all around, as if the night itself was speaking.

Hiya says she is allying with the Tulunid government in Egypt to attack the Abbasid Caliphate. She is providing ten thousand men whom she is currently teleporting to Sinai. She has forty ships with arms and armour here in “Byzantium” (as she refers to it) ready to sail.

The plan is that at the same time the Kingdom of Galicia and the County of Barcelona (under Guifré the Hairy) will attack the Emirate of Cordoba and incite an insurrection to drive the Muslim rulers out of Spain. Hiya expects that after the initial attack, the Pope’s alliance in Italy will send troops to support the Spanish Christians. The Caliph meanwhile will be replaced by Yaqub ibn Ishaq al-Kindi **, an elderly philosopher of the House ofWisdom with radical ideas.

She doesn’t expect the Caliphate to fall immediately. This could be the start of a campaign spanning years or decades. But she is confident that with the Spartans in command they can change the course of history. Hiya’s (very) long term goal is to unify Christianity, Islam and Judaism in a largely ceremonial religion allowing freedom of science and art and without the innate sexism of the Abrahamic faiths. She recognizes that her final goal is still at least a century off, but the first phase is the overthrow the Abbasids.

She wants the Spartans to take the fleet, supply her troops in Syria, then accompany them as commanders in the advance on Baghdad. The fleet will sail in ten days, on 30 October.



This gave some interesting scope for roleplaying in several different ways. First you have to realize that the player-characters had known Hiya for almost a century, and acknowledged her as another immortal like themselves. They saw her as a potential ally. The way she chose to communicate with them, in a display almost stage-managed to portray her as the goddess her subjects believed her to be, therefore raised eyebrows and even hackles. She presented it as merely experimenting with a new and unreliable technology, but the way it came across to some of the characters was as if she was pulling rank, especially after the mysterious way she’d summoned them to the island.

Some of the group excused her, knowing that she (sorry, She) had probably been too absorbed in her various political plans and scientific experiments to consider a little matter like hurt feelings – in modern terms we might put her “on the spectrum”. But that was enough to plant a little seed of disagreement among them. This is how Eidolon, one of the player-characters, described the encounter in his write-up:
“Our servant arrives to tell us of a boat in our private harbour, having passed what should be the closed gates of the harbour walls. We descend prepared for battle, but with relief it is evident that Hiya has sent emissaries to invite us to her counsel. Heading out on their small ship, we pause briefly to discipline the indolent sentries who allowed the ship ingress while they gamed at dice. I make an example of one, that the others may know that discipline is life.

“The ship takes us to a tiny island, where Hiya greets us in shadowy form, her face hanging as upon the wind, flickering at times in a breeze, her words carried to us across the airs of continents. She tells us of her plan. She would enlist our help as generals to lead her army, assembled and ready, against the Abassid Caliphate. Allied with the Tulunid rebels, her forty thousand Africans would smash the centres of the Abassids and, on the back of this display of divine displeasure at their rule, allow her to install a Tulamid reformist at the heart of the Islamic empire.

“Thus far, her plan seems bold. As she develops her intentions fully, she reveals the goal of fracturing all of Western civilization, bringing down the extant Abrahamic faith authorities and liberating all from shackles of class and gender. Moments after this revelation, her far-speaking magics*** fail and we are left darkling, to discuss our reply. Our concerns are several, our views divergent. Firstly, that this plan is revealed at such a late stage to us. Secondly, that learning may be lost in times of war. Thirdly, that the centres of civilization which will be swept up into this maelstrom of conflict already shelter some of the more enlightened views on the protections and entitlements for women and slaves, when compared with the Northern barbarians and the Bulgars. Fourthly, the danger that centuries of war will disrupt trade and set much that is valuable ablaze.”
Then, when they returned home, they received an urgent message that required them to travel to Northern Europe without delay. They were already undecided whether to help Hiya with her hundred-year-plan, and now they had the dilemma of having to choose whether to participate in a military plan many of them felt had been foisted on them, or to deal with the threat to their mortal agents in Britain and in doing so risk making an enemy of She Who Must Be Obeyed.

Hard choices, eh. That’s what a good adventure is all about.


* Ganymedes (one of the player-characters) was blinded under torture as a captive in Persepolis in 479 BC, but by this time had replaced his eyes with prosthetic devices of unknown origin.
**Al-Kindi is still alive in this timeline, thanks to Hiya’s intervention.
*** The campaign is actually science fictional, but to the player-characters (if not to the much more logical Hiya) that ancient and probably alien technology was indistinguishable from magic.

Tuesday, 7 July 2020

Realism, not romance


People keep telling me I should watch The Expanse, but my tastes in science fiction lean more towards the literary end of the genre (Ted Chiang, Ken Liu, an occasional shot of Greg Benford or David Brin) rather than '50s pulps. I could go my whole life and never see another surly arm-wrestling belt miner snarling into a glass of synthohol or another outing for the trope of cowboy-as-maverick-space-pilot.

To each their own, of course, but I found these comments by H P Lovecraft chime with what I'm looking for:
"A good interplanetary story must have realistic human characters; not the stock scientists, villainous assistants, invincible heroes, and lovely scientist’s-daughter heroines of the usual trash of this sort. Indeed, there is no reason why there should be any 'villain', 'hero', or 'heroine' at all. These artificial character-types belong wholly to artificial plot-forms, and have no place in serious fiction of any kind. [...] We must select only such characters (not necessarily stalwart or dashing or youthful or beautiful or picturesque characters) as would naturally be involved in the events to be depicted, and they must behave exactly as real persons would behave if confronted with the given marvels. The tone of the whole thing must be realism, not romance. [...] It must be remembered that non-human beings would be wholly apart from human motives and perspectives."
There's more from HPL's essay “Some Notes on Interplanetary Fiction” on the excellent Robert E Howard site On An Underwood, though I would take issue with Mr Derie's statement that Lovecraft mostly wrote fantasy. The Cthulhu Mythos stories are SF, it just happens that the deluded humans who worship the Great Old Ones imagine that their prayers are heard and that the rituals they perform are magic.


header image: "Lovecraft in Space" by Belthazubel on DeviantArt

Thursday, 11 June 2020

The Machine Stops



I had no idea there were so many adaptations of E M Forster's 111-year-old science fiction novella The Machine Stops. These two student film versions, for example (above and below).



Those movies are both quite abbreviated, but at 44 minutes this radio dramatisation does justice to the story:



Or if you want the original Forster prose with no modern trimmings, try the audiobook:



Or you could go full purist (you just know that's my call, right?) and read the thing.

And why now? Because Forster proposes a world of extreme social distancing in which everybody communicates via the Machine (the Internet, basically). He thinks it would become a dystopian nightmare, requiring technological collapse to restore the soul of mankind. The reality is that, like most futures, it may not appeal to us Cro-Magnons but it will be the accepted way of life for those who grow up with it.

Not that we'd ever want to give up all in-person contact, sure, but there are upsides. Our roleplaying games have benefited because we now don’t have to travel across London to get to the game – and that's never a pleasant prospect on a weekday evening. So instead of two and a half hours’ gaming once a fortnight, we can now fit in three or four hours every week. And, pushed online by necessity, I'm hooking up with friends I sometimes don't see for years at a time. Even when the pandemic is really over (spoiler: that's probably not when politicians tell you it is) there are some good habits learned now that will be worth hanging onto.

"Only connect!" as Forster said. If only we could pop back in time and tell him about Skype.

Friday, 5 June 2020

London's burning

W Somerset Maugham said, "There is an impression abroad that everyone has it in him to write one book; but if by this is implied a good book the impression is false." Sixty years later, Christopher Hitchens put it more brutally: "Everyone has a book inside them, which is exactly where it should, I think, in most cases, remain."

In the last few years we've seen both statements proved many times over. Self-publishing and e-books have increased the number of titles being released each year from hundreds of thousands to many millions. It's a tidal wave of tat with just a few treasures in among the deluge, and those swept by so fast you could blink and miss them.

All the more reason, then, to rejoice when a writer of proven talent comes out with a new novel. And that's especially so when the novel is that writer's masterpiece, the one they've been honing for years, the work into which they've poured a lifetime of experience, craft and imagination.

Such a book is John Whitbourn's Babylondon. (Babylon and London, that is, as I'm sure you already realized.) How can I describe it in a way that will do justice to such a unique story? Imagine yourself in London in the summer of 1780. An angry rabble, enraged by laws intended to reduce discrimination, descend on the capital in an orgy of violence. A week of destruction and violence follow. These are the Gordon Riots. As one bystander put it as he watched public buildings go up in flames:
‘London offered on every side the picture of a city sacked and abandoned to a ferocious enemy.’
Yet this is unlike any modern populist howl of prejudice. Behind the scenes, malevolent forces are at work, exploiting the ignorant minds of the mob to bring about an infernal doom even more calamitous than a no-deal Brexit. From elsewhere in the multiverse comes a supernaturally competent, stylish and deliciously eccentric agent known as the Cavaliere. Imagine a refined, swordstick-wielding incarnation of the Doctor impeccably dressed for the century of lights, perhaps played by Tim Roth...



...with a touch of Marius Goring's performance as Conductor 71 in A Matter of Life and Death...



The Cavaliere soon gets himself an able companion to serve as his guide to this era, by the simple expedient of acquiring an orphan from the Foundling Hospital. (Since I'm doing the casting, Kate could be played by the young Billie Piper -- or Chloë Grace Moretz if she's up for attempting a Cockney accent.) Our two heroes will need all their wits and wiles, though, because ranged against them are a whole hierarchy of lethally adept opponents from this world and the planes beyond -- some of them armed with quantum weapons that even the Cavaliere has no defence against. ("This stuff shouldn't be here at all," warns the shadowy Guardsman as he equips his locally recruited minions.) And all this against the bloody backdrop of the riots as London is torn apart.

If I haven't piqued your interest by now then that's entirely my fault, because Babylondon is a modern classic that should appeal to every connoisseur of historical SF, multiverse adventure, and parallel worlds. John Whitbourn has been working on this novel since the late '90s and he's brought it to the quintessence of perfection. Grab your periwig and your poignard, and allons-y.

Friday, 27 July 2018

Things from another world

Now that we’re just past midsummer, up here in the northern hemisphere anyway, how about an Antarctic horror to cool the blood? I came across this piece (which uses Runequest stats, but should be easy to adapt) in White Dwarf #48 while rooting out “The Lone and Level Sands” scenario. I was inspired by John Carpenter’s movie The Thing, obviously, but the timing seems off. The Thing was released in the UK in the summer of ’82, this appeared in White Dwarf in December 1983. Maybe I watched it on home video, then a technology in its early stages, but as I’m such a stickler for the cinematic experience – and was a fan of John Carpenter’s work – that’s a little unlikely. Another mystery whose answer is lost in the murk of memory.

I based my version of the creature on one interpretation of what’s going on in the movie. In the original 1938 short story by John W Campbell it works a bit differently, devouring and imitating prey rather than infecting them. Take your pick. In the absence of a name for the species I called my version the "jesmai", probably as a riposte to Jamie (who edited WD) for insisting that I give it a name at all. But all Campbell tells us is that it is
These creatures are usually encountered in remote territories – arctic climes, lonely heaths, or high mountain peaks. They can appear to be normal humans (or other animals) and are always encountered singly, often passing as hermits or trappers.

When attacking they grapple their opponent and then, if successful, lash out with a razor sharp proboscis hidden at the back of the creature's throat. Damage done by the proboscis is determined solely for the purpose of puncturing armour – the victim takes no actual damage as the proboscis only penetrates a centimetre or so, but a venom with potency equal to the Jasmai's CON is injected.

If the venom overcomes the victim's CON they black out and must roll CON as a percentage to come round. This roll is attempted at the end of each round until the character recovers. After recovering, the character experiences no ill effects from the venom for 2d6 days, whereupon they will suddenly lapse into a terrible fever characterized by alternating bouts of sweating and uncontrollable shivering. At this point the character can still be cured with a Dispel Magic 8, but if the fever is allowed to progress then the character lapses into a coma within 1d4 hours and then loses their own identity as they transform into an exact duplicate of the creature that infected them. The transformation takes one hour and can be reversed only with Divine Intervention.

At the end of the transformation the character will have all the skills, memories and motivations of the original creature. The character's own soul/ identity has been destroyed.

The creatures can be distinguished from humans when cut. Instead of bleeding they exude a greenish sap, and the inside of the body is a homogeneous pulp without bones or organs. They take 1d3 CON damage per full turn for every 10° Celsius above freezing.

Friday, 9 March 2018

Love and a sense of wonder


Unless you achieved full consciousness prior to 1977, it's hard to explain what science fiction was like back then. For one thing it was called SF not "sci-fi". And there was none of the Errol Flynn stuff we see today. Well, that's not quite true. There were throwbacks like E.C. Tubbs' Cap Kennedy series. Don Wollheim sent me a stack of those books back in the mid-70s when I'd made a slighting remark about space opera. Little did either of us know that the whole bloody field was about to be set back forty years by George Lucas.

SF was proper, you see. Interesting. Literate. Diverse. Unsettling. Brimming with wonder. I liked it because it stretched me more than the adventure stories I read as a kid. At its best it could boggle the mind and the imagination. The nearest we've got to that these days, outside of books, is Black Mirror.

That's why I like this Kickstarter, In Other Waters, a game by Gareth Martin in which a stranded xenobiologist explores an alien world. That sounds exactly like the kind of perfect science fictional setup that exists on the cusp between the awesome and terrifying infinitude of the cosmos and the all-conquering power of science and reason. Bleak and hopeful, if that makes sense.

The game is relationship-driven, which immediately ticks another box for me, and as well as the game itself backers can get a book detailing the strange lifeforms of this alien world.
I'm slightly wary of recommending In Other Waters because the Kickstarter campaigns I like tend to plummet like Icarus. But Cultist Simulator did okay, so maybe the jinx is broken. This one has a week to run, so if you grok grown-up SF you know where to find it.

And while we're talking crowdfunding, another project you might want to take a look at is Chernobyl, Mon Amour, "a roleplaying game of love and radioactivity set in the Zone of Alienation". I couldn't resist that and plonked my money down right away, so hopefully the Morris Effect won't scupper it. This one is by Finnish designer Juhana Pettersson, who was inspired by a Ukrainian urban myth about a criminal who fled into the Zone and became so radioactive that the authorities had to leave him there.
"You know that there is no return from the Zone. Your crimes are such that society will no longer accept you, and the only thing you have left is the possibility of a new life in the radioactive forest. As you settle into the Zone and meet its inhabitants, you start to yearn for something more. You want love."
Chernobyl, Mon Amour is on Indiegogo, but only for a couple more weeks.

Friday, 7 July 2017

Guns in space


I watched Star Trek Beyond last Christmas. It would have been two hours of my life that I’d never get back, but luckily I gave up after twenty-five minutes when it became clear the entire movie was one long videogame cut-scene. All I can say in its defence is that it made Into Darkness seem, in retrospect, not quite so bloody awful.

There was one interesting moment. The Enterprise was attacked by a swarm of little ships. There are spoilers ahoy, by the way, though nothing as dire as actually having to watch the movie itself.

Still here? Okay, those little ships take the Enterprise apart – quickly and completely cut it to ribbons. The shields do nothing to stop them and the phasers seem unable to fire rapid bursts, so that’s that. It would have been more effective if the film makers had done something to set it up. As it was, the scene comes across as the plot development that must happen so that the already-stated theme of the movie (“the major asset of the ship is its crew”) can be slotted into place Ikea-style.

Still, it’s something I’ve wondered about before. Tasked with building a fleet for space combat, would you really build huge battleships? Wouldn’t lots of smaller fighters be more effective?

I’m thinking of Lanchester’s Laws, which establish that when using ranged weapons, the attack strength of a force is proportional to the square of the number of units. Consider two starships against one. Each starship can take two photon torpedo strikes. After one exchange of fire, the solitary vessel is destroyed and the two opponents have lost a quarter of their combined strength.

But it might not be that simple. Maybe the effectiveness of shields goes up non-linearly with the energy put into them. Maybe you can’t build a warp drive or an antimatter containment field smaller than a certain size. We know that the Enterprise’s phasers can cut through a planet’s crust – at least, I think I remember seeing that in one episode. It’s hard to imagine a few hundred TIE fighters pulling that off.

Apparently at the end of the movie the Enterprise gets rebuilt. But why? Having seen that one big vessel is no match for a swarm of smaller ships, does it make sense to revert to the old pattern? That’s reinforcing failure. On the other hand, the scriptwriters will have a hand-wavy plan for getting around it so that sequels can timidly go where Star Wars has gone so many times before.

Friday, 17 March 2017

Syfy ho hum

Too many science fiction series are just westerns. A colony of plucky miners is threatened by the hired thugs of evil businessmen. Outlaws ride into town (or land on the planet) bringing danger to the settlers. Somebody wants to drive the railroad/stargate through a peaceful backwater, riding roughshod over the rights of its lawful inhabitants. And then the magnificent six or seven show up to fix it all in a blaze of gunfire.

They were peddling these exact formulae eighty years ago and I've seen SF television shows and B-movies that add almost nothing to it. The weapons fire photons not bullets, but otherwise it's all been done many times before. Even the dialogue sounds like a Gunsmoke repeat.

Why this is a waste: the future offers so many fascinating new stories to tell - just look at Black Mirror, District 9, Blade Runner, Ex Machina. Technology, alien contact, and space travel throw up new opportunities, new perils, and new moral conflicts. If writers stretch their imaginations they can find those stories. Or they can indolently retread a western or a monster movie remembered fondly from their youth.

Have networks decided that SF geeks are content just as long as there's a spaceship in the frame? Don't those viewers care about startling concepts that stretch the imagination? Don't they want drama with compelling characters rather than leather-styled ciphers? Because TV networks are lazy when it comes to SF. They'll continue to fob us off with repurposed western and crime scripts unless we demand great science fiction every time.

Friday, 10 February 2017

Wyndham - or hot air?

John Wyndham was an English author of the 1950s and '60s who made a name for himself with a string of literarily respectable SF novels, most of which injected a seed of something very strange into an everyday life decribed in matter-of-fact, if not humdrum, terms. You should anticipate spoilers...

The Day of the Triffids
Why “cosy catastrophe” – Brian Aldiss’s description of the genre to which The Day of the Triffids belongs? To begin with there’s the narrative tone, sometimes described as middle-class, whatever that’s meant to imply. But the cosiness must mostly come from the triffids themselves. Not that they aren’t threatening, but it’s an otherworldly threat that locates this apocalypse in a safely fantastic framework. Imagine instead that mankind went blind and was then menaced by packs of wild dogs, or rats, rather than ambient vegetables. That might be too close to reality for many readers, and it certainly wouldn’t be cosy.

Wyndham is clearly making up the plot of Triffids as he goes along, especially at the start where every character the narrator meets has to top themselves in order to prune what would soon become a cluttered narrative. Take the doctor that Bill encounters soon after leaving his ward. He must have been blind for all of two hours, he’s a medical professional, he’s in a modern well-equipped hospital, and he has a sighted helper in the person of our narrator. Yet the moment he finds the phone network is kaput he’s gone head-first out the fifth floor window. Reeling across the road for a stiff drink after witnessing that, Bill finds the publican drowning his sorrows. His wife has already gassed herself and the kids, he just needs a few more G-and-Ts to work up the courage to join them.

Really? Would you not wait a few hours to see if help came? If you were a doctor, wouldn’t you at least have a go at finding a cure? Or give it a day or two in case it was a temporary effect? I wouldn’t be diving straight through the nearest window myself, but Wyndham needs to get rid of these inconvenient plot hangnails so that they don’t hold his narrator back.

After Bill runs across a sighted woman called Josella, Wyndham suddenly remembers the triffids – and having remembered them has a half dozen of the buggers packed into every lawn in St John’s Wood. One of them has even got into Josella’s house and done for her dear old dad – handily sparing him the need to find a shotgun or a pack of rat poison to get him out of the way of the plot. “She was not going to care for the idea of leaving her father as we had found him,” muses Bill. “She would wish that he should have a proper burial.” But you can almost hear Wyndham’s sigh as he contemplates a chapter spent de-triffiding the house and burying the old cove. So he has a convenient triffid leap from behind a bush to attack their car. “Drive on!” cries Josella. “Oh, let’s get away before it comes back.” And dead dad is never mentioned again.

I first read this when I was nine or ten years old. I loved the triffids, second only to Daleks in my esteem, but I couldn’t figure out how they were connected to the meteor shower. “They’re not,” said my dad. “The triffids were created, then the meteors blind everybody and that gives the triffids the whip hand.” I was wary of double mumbo jumbo even then, and late in the book Wyndham seems to decide that he ought to link this all up, at least thematically, so throws in the notion that the blinding lights in the sky were caused by orbiting man-made weaponry rather than simple meteors. But what then is the book’s theme? Mankind meddling in things we were not meant to know? Gimme a break. Antibiotics, central heating, water purification, surgery, electricity… It’s too lazy just to wheel out science as a bad guy because nothing else leaps to mind.

Another criticism: Bill and his sighted friends give up on the rest of humanity far too easily. Most of us would have many blind friends and relatives, and we wouldn’t just abandon them. I can think of ways to set up farms with a ratio of several hundred blind workers to maybe a dozen sighted people. The characters in Day of the Triffids barely even try, to the extent that you begin to wonder why Wyndham didn’t just kill the majority off with a plague rather than blinding them and then having to have them commit suicide or wander off. About halfway through, that occurs to him too, at which point he brings in a mysterious plague (also satellite-borne, amazingly) to trim the fat.

Still, Day of the Triffids is fantastic rip-roaring stuff if you’re ten years old and it’s quite fun for adults too. If we hadn’t had Terry Nation’s much better Survivors in between then and now, I might not have found so many faults with the book. And at least triffids are a lot more original and interesting than zombies.


The Midwich Cuckoos
After finding Triffids a bit of a disappointment, I thought I'd better give Wyndham another chance, but this one bears out the same impression, namely that he had fabulously original ideas but then proceeded to flatten the life out of them with a dry, distant, ironic, and indeed slightly comedic prose style.

"The essence of cosy catastrophe," says Brian Aldiss, "is that the hero should have a pretty good time (a girl, free suites at the Savoy, automobiles for the taking) while everyone else is dying off." It's hard to describe the narrator of The Midwich Cuckoos as the book's hero. In fact, he hardly seems to exist at all, and after a few chapters tells us that he's basically going to have to make up a lot of stuff that he's pieced together later and has written up like a third-person novel.

What is the narrator even there for? We know he's going to survive the story, and his wife isn't one of the women who become pregnant with the Cuckoos, so he is certainly cosily looking on from outside. In a review in The Guardian, Dan Rebellato thinks that the narrator (I had to look up his name: Richard Gayford; he hardly features) is there to be unreliable, to make us look more warily at the gaps and unexamined aspects of the story. Well, that's charitable. I just think Wyndham launched in with a first-person viewpoint and never went back to change it.

It's hard going. The ideas are there, but Wyndham (or his narrator) is determined to undercut any drama in the telling. We're halfway through the book before the babies are even born. Much of the novel just tells us drily about how the whole thing is organized. The government take almost no interest, despite having an MI5 chap keeping an eye on the village. The way that the plot is explained to us is through a local author called Zellaby. He's the sort of opinionated crackpot whom one dreads getting stuck in a lift with. Every so often, when Wyndham needs us to understand what's going on, Zellaby will come out with some nugget of aboriginal wisdom like, "It can only be what Huxley calls xenogenesis," or, "Man cannot have evolved on Earth as there are too many gaps in the evolutionary tree." We're supposed to take all this as the pronouncements of Yoda, but I'd rather Wyndham had found a way to show us what he was thinking instead of bunging in this Basil Exposition geezer.

The story is wrapped up without any set-up; we don't know how the character concerned knows how to do what he does, it just happens. And by this time we've been fed so much narrative nitrazepam that what ought to be shocking comes across as a so-what moment. The way Wyndham tells it, the eeriness of the children hardly comes across at all. Deaths feel untroubling, almost comic. It doesn't build so much as swell until it's time for the author to let the air out. And any subtextual themes - for example, the concern of a mother at finding she has no emotional bond with her child - aren't handled with a tenth of the skill and tension of something like We Need to Talk About Kevin.

Yet there is a strong, creepy idea in there, and lots of imaginative touches like the villagers falling asleep. The 1960 movie makes it all nail-biting; Wyndham tells it as if he's relating a particularly uninvolving shaggy-dog story. A case where the book is not better. Because the ideas in Wyndham's classics are so strong and different, they would make excellent settings for a role-playing game - and because the execution of those ideas in the novels is so flat, I'd feel no compunction about ripping them apart to use in that way.