Showing posts with label musing. Show all posts
Showing posts with label musing. Show all posts

Wednesday, April 3, 2019

A Layman's Guide to Hard Sci-Fi and 200 POSTS!

Listening to the recent Mothership episode of gg no re, I thought it might be useful to provide a helping hand for people who are interested in running a sci-fi game but don't have the time or inclination to do a research deep-dive.

I will be linking to the videos of Isaac Arthur throughout this post. If you want more in-depth exploration of any of the topics here (and many more besides), absolutely listen to him. 

Light is Law

299,792,458 meters per second through vacuum. Round up to 300,000 km/s. Nothing goes faster. (Except, perhaps, monarchy)

Information and radiation travel at light speed. Getting anything made of matter even close to that speed takes a whole lot of energy and is subject to all manner of weird effects like time dilation.

Space is Big

In short:
  • Interstellar travel is not a casual affair. Interplanetary travel isn't either, but interstellar travel is always a big deal.
  • Interstellar travel takes a long goddamn time. Long enough that cryo, digital storage, or life extension will be more or less required.
  • Interplanetary travel can still take days, weeks, months. 
  • Rerouting a ship in transit is not a lightly-taken endeavor.
  • News travels at light speed. Long-distance communication will have lag.  
  • Don't expect big interstellar empires to form. Communication lag and travel time will put hard limits on that quickly. Expect to see a lot of small alliances and confederacies, getting smaller as you go up from habitat to planet to system scale.
  • If you use space habitats a lot a single solar system can contain trillions of people and more places to visit than you can actively comprehend.

It's the Great Filter, Charlie Brown!


The apparent discrepancy between the size and age of the universe and the total lack of detectable alien life (for an interstellar civilization would get HUGE in a relatively short amount of time) is called the Fermi Paradox. The reasons offered to explain why this might be are many, ranging from the plain (the physical conditions for life are rare, intelligent life is rare) to the more elaborate (the aliens are all just really, really good at hiding from us) and among all of these proposals are and a category of them are called Great Filters: factors that prevent life from reaching an interplanetary or interstellar civilization.

There are a whole lot of them. The most plain are just that the physical conditions for life as we know it are rare or that intelligent life is rare. Sensible, but less gameable. Other options include but are not limited to:
  • They died off from nuclear war / catastrophic climate change / plague / etc.
  • They are trapped by high gravity, icy crusts, hyperdense atmospheres, etc.
  • They are intelligent, but lack the ability to make tools. 
  • They aren't intelligent, and their tools don't have proper analogs to normal technology.
  • They're not going to progress past simple tools for a few hundred thousand years.
Skerples  also offers the following: "Planets do not all have 1 earth gravity, a breathable atmosphere, life we can eat or understand, etc." (Check out his full post on the matter), but a solid summary is that the most human aliens are still nothing like us, and the most Earthlike worlds are nothing like Earth. Anything that resembles humans or Earth was probably designed as such (metahumans and space habitats can come into play here.)

Every Gram Counts


Mass needs energy to move it. Fuel and propellant have mass. The more mass you have the more fuel and propellant you need.

Space aboard a ship is at a premium. You've got to balance everything for your specific trip, because you are trying to hit one moving object with another moving object launched from a third moving object all while trying to keep some fragile bags of mostly water and meat from dying. 

It's Not Easy Getting Into Space 


Gravity is fighting you the entire way up and rockets are inefficient. So there are a lot of better ways to get up there. Including but not limited to!
  • Space elevators - A hugeass cable stung up to a space station in geosynchronous orbit. 
  • Skyhooks - A rotating cable that dangles down into the atmosphere and swings a ship up and around to launch them into orbit.
  • Mass drivers - A fucking huge railgun. Great for launching raw materials off of whatever airless rock you're mining them out of, and if it's long enough you can just make a launch loop.

O'Neill Cylinders are the Shit


Imagine a cylinder 20 miles long and 5 miles across. You can make it bigger if you have better materials. Rotate it so that the interior walls have 1 G of gravity, while the caps and central axis will have none. String some together in a chain or cluster, embed them into an asteroid, surround it with all the support systems you might need.

Congratulations, you have just made where most of the population in a space-faring society will live and the easiest way to do a classical space opera. Now you can hop between radically different environments and cultures in a couple hours, in a spaceship that's more like the family RV.

The important thing to remember is that space habitats like these are better for human habitation than planets: you don't need to fight a gravity well to leave, you can tailor the interior environment much more easily, you can churn them out by the dozens or hundreds from single asteroids. 

Stellar Laser Highways are the Shit


Imagine a laser. Now imagine that it is so fucking huge that it can push a spaceship. Build an entire network of them. Now you have a means of accelerating (and slowing) your ships that doesn't require them to spend fuel, thus allowing them to carry more stuff and more people.

It's still slower than light, but it's damn effective. Can be used as communication hubs too.

Spaceships are not Boats

James Cameron's Avatar was not a good movie. But it has one thing going for it: The Venture Star.

Missing the solar sail, alas.


This is a proper spaceship. Just look at this beaut, this sheila, this absolute unit. Mwah! Look at those radiators! See that little bit by the debris shield, with the two rotating arms? That tiny thing there? That's the crew capsule.

This thing has a maximum cargo capacity of 350 tons, a max speed of 0.7 C, and can get you to Alpha Centauri in six and three quarters years flat.

What I'm getting at here is that this is what a hard sci-fi ship will end up looking like: a tiny little submarine attached to a whole hell of a lot of propulsion.

You Will Not Explode and or Immediately Freeze in a Vacuum


You can survive in open space for as long as you can hold your breath (get the air out of your lungs first, lack of pressure will make it expand and that's no good at all). Still likely to get a nasty dose of radiation but having no air is the big danger.

In Knowing the Rules, You May Now Break Them


Arguments over the relative hardness / softness of any given science fiction media are both stupid and dumb. You're making a story or running a game, and that's the most important thing. Do what works for you, do what makes sense - I like aliens, so I tend to be looser on them than I am with, say, FTL communication. Tweak what you want, gloss over what bores you. The opposite is also true - if there's something that really gets you interested, embrace it and see where it can take you.

Bonus: 200 Posts!


I was going to have post 200 be announcing my Patreon, but that's taking its time and I want to keep making things. So this is post 200 (and the first of the post-G+ era).

Holy shit. 200 posts in just a scrape (month and a week) under two years. I can't say much else besides thank you. I certainly wouldn't have kept it up this long without all of you out there reading and commenting and providing feedback.

There's so much yet to do, and I have barely begun.

Thursday, March 7, 2019

Three Miniposts

My muse is a fickle one. An idea will possess me for a brief and brilliant moment, then vanish. Drafts will languish untouched for months and when i finally return the excitement that once possessed me has passed.

Here's some of that brain-detritus: unfinished, incomplete, fragmentary.

Playing Around with World States

You know how Zelda has the Dark World? It's like that. Take your map and add a new plane on top of it as a new layer. If there's a city in that spot, there's still a city there now, but it's changed according to whatever plane the adventurers find themselves on. If there's a mountain there, there will continue to be a mountain there.

It's a sort of hyper-dense Planescape, expanding deeper instead of outwards. Your map can be far smaller than it would be normally but contain more content. You can have fun with portals. Puzzles can cross worlds. You can get more material put of prepping one map and just adding variants. String together modules.

Binding of Isaac: OSRbirth Double Plus Platinum God Edition

It had to happen eventually. I've sunk too many hours into these games to avoid it. And thanks to Nick over at Papers & Pencils and his Legend of Zelda ruleset, it may now come to fruition, even in this unfinished state.

If the stars could not possibly get more aligned, there's a multiplayer Binding of Isaac card game out there that has mechanics that can be hacked into the aforementioned Zelda rules, plus the rules and all the cards are just listed on the official site.

1 heart = 2 HP
  • Soul hearts cannot be replenished. When they are gone, they're gone.
  • Black hearts are like soul hearts, but upon depletion do 2 damage to every enemy in the room.
  • Bone hearts have 3 HP each. After taking a 3rd point of damage (if it has not been restored), it shatters and is permanently lost. 
Characters
  • Isaac - 3 hearts - The D6 (reroll an item)
  • Maggie - 4 hearts - Yum Heart (gain 2 HP)
  • Cain - 2 hearts - Lucky Foot (1 point of luck)
  • Judas - 1 heart - Book of Belial (+1 damage to attacks in this room)
  • Eve - 2 hearts - Whore of Babylon (gain +1 damage when at 2 HP or less)
  • Samson - 3 HP - Bloody Lust (gain +1 damage after killing 5 enemies and taking no damage)
  • ??? - 3 soul hearts - Poop (hide behind it for 1 armor)
  • Azazel - 3 black hearts - Flight, short brimstone (gain +1 damage / turn of charging)
  • Lazarus - 3/1 hearts - Resurrects with 1 heart after death, leaving 1 damage blood trail.
  • Eden - Random, up to 3 of any combination - 2 random items
  • The Lost - 0 - Flight, spectral, Holy Mantle (negates 1 attack / room)
  • Lilith - 1 heart, 2 black hearts - Incubus (Familiar), Cambion Conception (gain new familiar each 15 points of damage)
  • Keeper - 2 coins (1HP each) - Wooden nickel (gain 1 penny)
  • Apollyon - 2 hearts - Void (permanently trade item for stat boost)
  • The Forgotten - 2 bone hearts / 1 soul heart - Physical form has club only. Spectral has tears.

Religion As Alignment

Some time ago now, I caught an NPR segment (or was it a completely unrelated podcast? I honestly don't know) that broke down religion into five core questions.
  • How am I here? (The cosmological question)
  • Why am I here? (The existential question)
  • Why do bad things happen? (The problem of evil)
  • How do I know right from wrong? (The morality question)
  • What happens when I die? (The afterlife question)
You can see the random tables practically generating themselves.

The answers to those questions becomes alignment. It's social alignment, it's cultural alignment, it's political alignment, it's incredibly important when dealing with the relationships between large groups of people. If you are dealing with people, you can't escape it: atheism doesn't mean that religion disappears, it just means that the answers to the questions come from different sources.

So the religious alignment chart ends up turning into a nifty little spreadsheet (James Young over at Ten Foot Polemic already did something like this years ago) where you can easily see what the general relationship is between two religions. To whit, I say there are four relationships:
  • Peaceable
  • Neutral
  • Dislike and Distrust
  • Open Hostility
But religions themselves have alignment of their own. I shouldn't have to go into detail on all the issues with defining gods (and their followers) as objectively lawful or good or chaotic or evil, but the idea of using a short hand to determine where a religion sits shouldn't necessarily be thrown out with the bathwater. It just needs a little edit.This part is helpful for people who are running 5e for folks who have yet to come out of the shallow end of the pool, I suppose.

The Law / Chaos axis is replaced by one representing organization, hierarchy, and orthodoxy.

The Good / Evil axis is replaced by one representing a religion's social acceptance.

So a religion previously labeled as "Lawful Good" now becomes "high organization, high acceptance". It might be awful as hell, but this alignment chart doesn't care about that.

Both of these factors can change according to where and when the religion in question is situated.

Tuesday, December 19, 2017

Obligatory Star Wars SpoilerPost


This will begin with a different story.

In worldly matters my father held two things in utmost reverence: baseball, and Star Wars. He introduced me to the series, encouraged my love of it, and was ever there to listen to the ramblings-on of an over-imaginative and obsessive child.

He died early this year. (Cancer's a bastard, friends.)  No real need to say that it puts everything else into a different perspective, but I'll say it anyway.
In watching The Last Jedi, I was able to put into words a fundamental disconnect between the Star Wars I know and the one that sits on the screen before us. If you were to ask me to distill Star Wars, I would tell you "well, it's the perfect space adventure setting" (I cut my tweenage teeth on the Essential Guides series, and still have most of them, so I know far, far too much background information), or I would tell you "It's about the relationship between a young man and his father."

That's they key there, the thing that made the whole myth click with me, because Star Wars was such a fundamental part of my relationship with my own dad. Luke has to come to terms with both his father's humanity and mortality by the end - and that's now something I have personal experience with.

And Star Wars without that connection feels hollow. A stranger. I felt it with the Prequels, I feel it now with Disney, and I have reached a point of peace with it. Mostly. It won't come back. I could be chasing the next fanboy high but I know it's never going to happen again, at least not in the way it did back then.

Spoilers below the break.