Monday, February 14, 2022
How Do You Like Your Sci-Fi?
I posed this question this question as the title of a blogpost the irst time on February 15, 2013. It's a topic that TV Tropes--unsurprisingly--has some thoughts on. This scale is a bit granular and more detailed (and perhaps a bit more judgey). Here's my sort of summary of the basics of both of these:
Hard: So, on one end we've got fairly plausible stuff that mostly extrapolates on current technology. This includes stuff like William Gibson's Sprawl series and the novels of Greg Egan (from the near future mystery Quarantine to the far future Diaspora). A game example is this category would be somethig like GURPS Transhuman Space.
Medium: Getting a little more fantastic, we arrive in the real of a lot of TV shows and computer games. One end of this pretty much only needs you to believe in FTL and artificial gravity but is otherwise pretty hard. The fewer impossible things you're asked to believe (and the better rationalized the ones you are asked to believe in are), the harder it is. Hannu Rajaniemi's Jean Le Flambeur trilogy falls here, on the harder end. The middle of this group adds in something like psionics (Traveller gets in here, and a lot of science fiction novels, like Dune and Hyperion). The softer end throws in a lot of too-human aliens and "pure energy" beings (Babylon 5, most Star Trek).
Soft: Here lies fantasy but with a science fiction veneer and context. Some Star Trek (the animated series, particularly) comes in here, and Farscape. This is also the domain of Star Wars. Simon R. Green's Deathstalker cycle turns up here, too.
Ultra-Soft: Some Star Wars tie-ins in other media come in here, as do things that include magic (or similar fantastic elements} mixed in with an otherwise soft sci-fi universe: This would include superhero sci-fi properties (the Legion of Super-Heroes and Guardians of the Galaxy) and comic book epic sci-fi (what might also be thought of as Heavy Metal sci-fi) like Dreadstar, The Incal, and The Metabarons. It's possible it stops beings science fiction on the mushiest end of this catgory and just becomes "fantasy."
So what consistency of sci-fi is your favorite--particularly in regard to rpgs?
Sunday, February 13, 2022
Weird Revisited: After the Flood
After a weekend of heavy rain and flooding in this neck of the woods, some uses of floods and their aftermaths in games is on my mind. There's what I've got:
The Lost City: Inundated coastal cities might become lost or at least legendary. Ys is a good example. There's typically a mystery here or at least potent magic. It might be a whole area to explore, or just a bit of weirdness in a campaign.
Looting the Depths: Jesse Bullington's The Folly of the World includes an attempted theft in town submerged by the Saint Elizabeth's Flood of 1421 (the 20th worst flood in history). "Moon fishing" is apparently the term for treasure hunting among the ruins of the towns flooded by China's Three Gorges Dam. Looting underwater would present special challenges for adventurers and a different array of monsters than the usual.
Something Strange Beneath the Surface: You already know about aquatic elves and aquatic trolls, but let's got deeper. In Swamp Thing #38, Alan Moore presents an aquatic mutation of vampires in the submerged town of Rosewood, Illinois. Any monster can have an aquatic variant but the key to making them non-mundane is having them by one-offs in unusual circumstances. The 2021 French horror film Deep House likewise has a supernatural horror continuing beneath the waters of a flooded town.
Wednesday, February 9, 2022
Wednesday Comics: DC, May 1981 (wk 1 pt 2)
Monday, February 7, 2022
The Howling Dark
Bedlam is one of the worst duties you can pull. Some guys think the Company's punishing them, but that would require them to take notice of us, wouldn't it?
Anyway, only the small ships go to Bedlam and they slow down toward the end so you spend longer in sleep than on a lot of runs. They have to do it that way, because Bedlam is all inside. You drop out into a big cavern. It's all caves and passages. If there's a surface or a single star in that whole reality, nobody has seen it.
The Company and other corporate partners are mining that rock. That part's not too bad. Gravity pulls you toward it, like somehow you were inside a rotating hab and it's all spin gravity, only it isn't spinning. It's weird, but no weirder than other places. What's bad about Bedlam, what drives the miners and support staff crazy, are the winds and the dark.
No sun, no stars. No light. Except for the lightning we put in, it's totally black.
And those winds--they don't make any sense. Where are they coming from? Where do they go to? They come screaming through those big tunnels and its like a banshee behind you. You can't hear anything. Can't think even. People go deaf from it, true, but the ear protection helps with that part. There's something else, though. The tech guys say it's infrasound--sound so low you can't hear it with the ears. It gets in your head, though. Effects the brain. Causes paranoia, hallucinations. Drives people crazy.
At least they say it's infrasound that does it. I wonder. Ask anybody that's been there are they'll tell you the whole place is thick with, well, malice. I think that place hates us, and it's out to get us all.
Friday, February 4, 2022
Weird Revisited: Mystery House
One story says that Hulysses Mulciber, heir to the Mulciber Repeating Arms Company, was troubled by nightmares of a gaunt gunslinger riding ahead of an army of the ghosts who had died due to his family’s rifles. A medium told him that he should build a house designed to confuse and confound the spirits to escape the wrath of the Spectre of the Gun (as the medium named the gunslinger) and his vengeful army. Another less fanciful story holds he began the house as an elaborate gift to his wife who was angry over his philandering. Whatever the reason for its construction, records agree that building originally began in the Smaragdines.
The house even as conceived twisted and turned back on itself. It was almost a maze--and that was before it gained a life of its own. Hulysses didn’t live to see it; he died of blood poisoning following an accidental shooting in a hunting accident. The weapon that did the deed was, of course, one of his own company’s manufacture. His wife Ansonia, fervent believer in the reality of the grim Spectre, completed the project and paid numerous thaumaturgists (real and otherwise) to lay all sorts of protections on the house. And construction continued.
Whatever protection conferred to the house didn’t extend to Ansonia. She died of thirst, having gone mad and gotten lost in her own home. It was shortly after her death that the house disappeared from its original lot.
There are some stories of treasures in the house, mostly the mundane riches of the Mulcibers, but most who seek it do so out of curiosity. Most who find it, though, didn’t intend to. Those that have been there and survived report doors to nowhere, hallways that turn back on themselves, and rooms that shift. The stale air is filled with the low, arthritic creaks and groans of the house twisting and rearranging itself, and the distant sound of heavy footsteps--and jangling spurs.
Thursday, February 3, 2022
A Roadside Picnic Discussion
A couple of weeks ago, Anne of DIY & Dragons and I had a conversation on science fiction novel Roadside Picnic and the ways it resembled and didn't resemble D&D. She posted that conversation over on her blog.
Wednesday, February 2, 2022
Wednesday Comics: DC, May 1981 (wk 1 pt 1)
The "Whatever Happened to.." backup features a Star Hawkins story by Tiefenbacher and Saviuk. Star solves a big case and retires with a large reward. He marries Stella Sterling, and Ilda marries Automan, who makes a guest appearance.