GollanczFest 2017 part 4

This continues on from my first post about the Gollancz Festival 2017.

The second panel was called: The Future’s so Bright I Gotta Wear Shades, New Advances in Science (Fiction). The panel was moderated by Richard Edwards (SFX Magazine), and featured: Gavin G Smith, Al Robertson, Tricia Sullivan, Christopher Priest and Justina Robson. A quirky panel title, and with Gavin Smith in particular in the line-up I was hoping for lots of discussion about near future ideas, #CyberpunkNeverDied; I still owe Gavin a blog about my thoughts on this, too much to write 😉

The panel discussed the issue of science in Sci Fi and how to handle it, whether an author needs scientific understanding, plus the issue of prediction. After a slightly slow start the panel developed in to a good back and forth addressing the difficultly of writing about science. After all nothing dates like science. This is an area I have plenty of experience in from my days at KJC Games, when I helped run the long running space opera: Beyond the Stellar Empire (now called Phoenix). Before I started working there I was told to read up a lot more about science and in particular geology, since as a games master I would be interacting with players who were professional scientists, to players who were light Sci Fi readers at best. Once writing game events I had to be careful about how much science was written into the blurbs for a player’s turn. Basically keeping the science out as much as possible and focusing on descriptions. To remember when writing fiction it is not a science paper.

I forgot who said these following comments: “Science fiction is not science it’s a way of running experiments about the world. It’s a form of scientific method.” “Sci Fi is exploratory in nature.” Gavin highlighted that trying to predict the future is a waste of time. Tricia added a lovely summary: the future is not really the future, it’s a possibility space. This is evidenced by so many Sci Fi books, and the panel briefly discussed the old Tomorrow’s World TV show and its appalling prediction record.

Al Robertson added a wonderfully simplistic thing to think about: “There are two things we’re certain of, we’re all going to die, and we’re all going to be in the future.” Christopher highlighted that the real changes in technology are impossible to predict. Tricia brought up the great example about how society has dramatically changed in regards to women and the pill.

I don’t recall the scientists I first heard mention that overall Sci Fi has been terrible at predicting social changes, but Sci Fi has helped inspire so much. The panel continued discussing the issues of writing about the day-to-day realities of technology. Justina added that society could get worse in the future, even though we should be getting better. There was discussion of the current political hot topics, and then The Handmaid’s Tale was brought up. Al said that Sci Fi is not supposed to be a user’s guide, but a warning! Gavin brought a helpful consideration, what the people of Rome must have thought when Caligula took over.

The conversation took a turn when the importance of optimism was brought up. The hypothesis that the rise of GrimDark is likely partly to do with how comfortable many of us have things these days. Al brought up we need Arbour Park, which got my brain racing, and maybe optimism is the new technology we need now.

Christopher linked the abstract conversation of optimism and predicting things to the reality of day-to-day life with this comment: “The emotional spirit about writing about the future is trying to figure out the world our children will one day run.” Maybe having children, literally creating our own replacements, is a form of hope.

After some conversation about optimistic Sci Fi, and of course reference to the Culture series, Gavin asked: “Who wants to read positive upbeat optimistic scifi? Show of hands.” Just about every hand went up. There was a brief chat about how utopian fiction isn’t commercial, highlighting that the Culture series was about the Culture’s dealing with other societies, not about the Culture itself.

Personally, whilst I agree that writing Utopian literature is not easy, I think part of the problem when discussing utopia is how people summarise the concept and keep implying that conflicts won’t occur within a utopia. What do we each mean by utopia? Is it achievable in a group or only individualistic? I think our species inclination to talk about things in simple and absolutist terms is a key part of the problem when trying to understand the concept of utopia. The idea that a large number of people could all share perfect harmony of opinions is not realistic, even identical twins are not actually identical, but I don’t think that negates the idea of group utopia. Fascinating thought experiments about peaks and valleys of happiness leave a lot of room for conflict. Instead of waffling, I clearly should write a utopian story, whilst making sure that is both good and commercially viable – okay, I’ll add that tiny endeavour to my TODO list. The BBC made a series about Utopian ideas called Utopia: In Search of the Dream. I quite enjoyed the series, and I’d recommend checking it out.

There was some fun banter at the end about the radical impacts that teleportation would likely have on society, in particular the housing market. I’m not a fan of teleportation as a concept, too much data to reassemble, but I do love the idea of portals, of using a Correspondence point like in Mage: The Ascension. I could make a prediction, but this panel did highlight not to waste time on such things.

Overall this panel was very interesting, lots of little thought nuggets were mined, plus some rich topic veins revealed. In retrospect having the authors come out all wearing shades would have added an extra level of style, but I am always happy when substance is prioritized.

I made some big progress in my NaNoWriMo writing the last few days, although sadly still a low word count compared to what I would like. The Gingerbread deadline for the 4th December is looming ever closer!

Next time I’ll summarise the panel: Where Do You Get Your Ideas?

I wish I’d thought about blogging this event previously, and maybe I’d have taken better pictures 😉

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Spirit Game – Secret Rage

This continues on from PBM Thanks & Secret Rage.

I developed the Secret Rage idea by changing the player character from that of following a lineage of Garou, to that of playing a powerful spirit. Making the game about a powerful spirit, something effectively immortal, which can guide Garou, who the player can also play, gave me the idea: “A chronicle to prevent the Apocalypse”. This idea links to the forthcoming new World of Darkness that is in development, which builds upon the old World of Darkness (oWoD), but the end days (Gehenna, Apocalypse, or Ascension) never happened.

The scale of this spirit game is even bigger than my old Vampire Methuselah and Elder PBM games, more like the professional games I ran at KJC Games. Whilst the spirit has vast powers and epic plans, the key is to treat the character like any other, to be propelled by motivations and personal drama. An added benefit with this project is it also allows me to playtest ideas from a commercial PBM project that I’ve been working on for years: Elemental Masters. This game is about the building blocks of reality and the plots of pantheons; I seriously need a better name than this working title, meh.

A few RPGs go in to some detail about spirits, particularly several of the World of Darkness (old WoD & Chronicles) as well GURPS Spirits. Sadly despite the numerous details they present, I still wanted more depth. To be fair to those books, I do tend to go overboard with my ideas, plus the Spirit label is so all-encompassing, so it is no surprise that a collection of predominately enigmatic entities are described in vague terms. One of the strengths of the WoD books is how many ideas they present, whilst not creating a rigid structure to limit possibility. As normal for any GURPS book, GURPS Spirits is filled with a plethora of thought provoking ideas, and plenty of rules options, plus plug-ins to such a powerful system.

When I first read the Werewolf I was reminded of how the game brilliantly compares with Dungeons & Dragons; I’ll justify that statement another time. Manual of the Planes was my favourite D&D book, and Planescape is my favourite setting, so it is no surprise to reveal that Umbra is my favourite WoD book, my second favourite is the Mage Book of Madness.

Spirit Scale

Given the cosmological scale of any spirit world to its setting, any decision made can have far reaching impacts upon said setting. It is common to declare that the ephemeral nature of spirits makes them mysterious to mortals/beings of flesh, which is understandable given that Spirits are not player characters (PCs). The three tiered Umbra (High, Middle and Low) in the old World of Darkness effectively contains every idea and its spiritual impact, so detailing literally everything would be an impossible task. It is up to each group as to the scale of any Umbral impact they want to explore, there is certainly enough information for any Storyteller to launch all manner of games.

Given how many different games I’ve played for extended periods, I’ve gotten to explore the core setting of each game. This is another reason for my obsession with all RPG cosmologies, to explore. For example a very long running game of Legend of the 5 Rings slowly became about the setting’s cosmology; I am quite looking forward to the forthcoming 5th Edition and to see what more they add. As a Star Trek fan, I did consider another name for this campaign:

Tellurian Trek!

Spirit Courts

Another important consideration is the complexity of any Spirit Courts, powerful gatherings that surely would have connections to each other. A design dilemma is how best to present such entities, especially if they are long-lived, and thus would have many ancient relationships to work out; never mind the historical events they could discuss.  The Dungeons & Dragons setting Planescape went in to a lot of detail about the Blood War, which I think really added depth to the D&D cosmology; the machinations of ludicrously powerful entities and Gods is better presented in that setting. Werewolf did a good job of summarising many Spirit Totems and their relationships, and the setting itself is based around the Triat and Gaia.

I believe the vast cosmological scale of is one of the key reasons so many players of the World of Darkness setting preferred Vampire over Werewolf or Mage, and to a lesser extent Wraith, Changeling and Demon. Vampire is a rich enough game; it has plenty of characters, depth and history, without needing the Umbra to be brought out of the shadows. When Dirty Secrets of the Black Hand came out, a few players I chatted with explained that they didn’t like the new layers of plots, and some said they disliked the Umbral tie-ins; there were of course forum posts debating this point. Several players I’ve chatted with who love Werewolf or Mage typically list the vast cosmology as a reason why they do. Of course plenty of players, like myself, appreciate the different games for different reasons.

Spirit Psychology

Years ago I had written a collection of ideas about spirits for Elemental Masters setting, but I had not fleshed my ideas out enough. Typically for me I had avoided finalising ideas due to constantly feeling that I needed to research more. Finally with years of research and this idea for Secret Rage I was able to finalise ideas. I had been working on detailing the psychology of different types of spirits, also drawing upon computing and philosophical ideas. Exploring ideas such as compartmentalised minds, how an Incarna’s brood relationship works, how I think slumber works, more about a spirit’s relationship with Gnosis, Gaia, etc. My spirit work is not ready for public release, but things are at a good playtesting stage, which Richie and I will explore.

I’ve considered whether to develop this work in to a commercial product, so it is interesting to note that the new White Wolf have the Storytellers Vault.

Next time I go over the spirit choice for the game.

#RPGaDay 11

If you are not familiar with #RPGaDay, then please read this page first. For the 11th day of #RPGaDay the question is:

Which ‘dead game’ would you like to see reborn?

My tweeted answer is: #RPGaDay 11 #RPG, #Dune and #TrinityContinuum #Æon #Trinity #Aberrant #Adventure

I am eagerly anticipating the return of the Trinity Verse, now called Trinity Continuum. Onyx Path Publishing are working on rebooting this setting, and the tweaks are sounding great. Whilst it is rare to hear about a tabletop RPGs in development being cancelled, it could still happen, so it’s not done till it’s done 😉

I have been running a Trinity Verse campaign for over ten years. Overall it’s been a great campaign, with many engrossing sessions. I started the setting before Slider being murdered, and since the party really mixed things up she wasn’t killed, but of course things still got messy in different ways. All of the PCs partially focused on Mega Intelligence whilst individuals also explored their powers. The groups goal became about researching how to manage taint. They also looked in to different types of energy, brain structure. They used the research to network with many different groups, and over the years moving towards global social engineering; and of course then handling the different fallouts from such work.aberrant

Due to the PCs detailed orientated approach to the game, the game’s complexity really escalated. I made a databases to track what 100s of key Novas were up to, as well as there previous actions. I also have extensive notes as Adventure era characters discovered mysteries that tied back to the Nova age, as well as affected the alternate future Trinity timeline. One of my player knows the setting very well, and they appreciated that they got to play something different.

This campaign has been great to run, in part because the party often spent time talking to each other, allowing many moments when the players effectively ran entire sessions between themselves. Partly due to how complex things became I took a break from running the game. Since we heard about the reboot the group agreed to wait to see what is done. I recommend checking out the latest Trinity information, .

Since I choose a setting that is in the process of being rebooted, then I’ll add a 2nd choice: Dune. My own setting and mechanics that I have been working on for years, has a strong psychology and spiritual emphasis, and this is something that I would love to see in an official Dune RPG. Years ago I did briefly play around with making a Dune game, lot most role-players taking bits from all sorts of game. Add in some Mage: The Ascension, and we get the Dune: The Sleeper Must Awaken 😉