Captain Estar Likes Colony Drop

See if this sounds familiar:

When I was a teenager, I spent a lot of time hanging out with the guys (not all actual scrotum-toters) from the comic shop. We had a great time, on the whole, though we got into the stuff you get into when you spend a lot of time with the same people, but, unlike with actual family, there’s sexual tension.

The lot of us got together to play roleplaying games more or less weekly from when I was 15 until I was 19 and the store was starting to falter. When we got together for parties, though, for birthdays or whatever, we did other stuff. Sometimes we fought with boffers (I scoff at what you think a boffer is — ours were made of rattan, weighed a good pound or two, and we fought to submission), or, on rare and exciting occasions, got to watch smuggled anime brought by our transitory Navy friends who would bring bootlegs. Mostly they were untranslated, multigenerational messes that really seemed to threaten the health and safety of the VCR. I remember The Samurai in particular was full of baffling features, like geyserish nosebleeds.

But it was fun! It was worth it! We were seeing amazing imagery that far exceeded even that of Heavy Metal, until then the Platonic ideal of a cartoon where you could see nipples. We signed petitions to bring Akira to a nearby theater (Boston being the closest we could get to a Rhode Island showing). We gobbled up Appleseed (BAD MOVE STICK TO MANGA), Black Magic M66, and Bubblegum Crisis.

For some reason, probably the fashion dictates of the day, we never got into giant robot stuff. For me, that was still the stuff of legend that I had to travel to New York, making a pilgrimage to the big, old Forbidden Planet full of imported Japanese goodies. There, I first saw the triple eye and domed head of the Scopedog and first experienced the mysteries of a robot bear that turns into an egg. While I purchased the bear/robot/egg for further study, there were no Scopedogs for sale in any price range I could approach, so it remained a mystery until a few years ago when I was rummaging around MAHQ and came across it looking for ideas to make Lego robots. Then, thanks to the rest of the Internet, I was able to finally watch the series. It’s very grim and very good. Like a lot of series, I feel like the ending is a partial violation of the spirit of the series, but I now have the context to really appreciate it.

And, as my work with Mobile Frame Zero: Rapid Attack (née Mechaton) has progressed, I’ve looked more and more at this stuff. I’ve watched a lot of Patlabor, Dougram and Gundam as well as the complete series of VOTOMS. And I’ve been reading Colony Drop. What’s neat about it to me is that they have the same relationship to it that I do: this is stuff they love because it has a particular place in their hearts, and they, as fans of that age, helped it to become a thing here. But in becoming the thing it now is, it’s lost some of the stuff they (and I) loved about it then. To be sure, I think there a) was a lot of irredeemable crap then, and, b) there’s very good stuff now (see Gundam 00), and history tends to edit. But I don’t see anyone doing now what Masamune Shirow was doing then (least of all Masamune Shirow). I suspect the money’s too big for the fanzine scale at which he started; or perhaps the fanzine scale is so vast now, thanks to Teh Intarents, that I just don’t know where to look.

But Colony Drop lets me know that, irrespective of Damn Kidsism, other people love what I love, too. They’re independently publishing a zine right now, and you can guess how I feel about that. It talks about the evolution of Anime not as a piece of marketing material, but as a scene and an artform, as fans. And, unlike a lot of zines, the drawings are quite good. It’s ten bucks. They’re good graphic designers, too. You should get yourself a copy if you enjoy this stuff as much as I do.

Want to see how to play Kodrek?

httpvh://www.youtube.com/watch?v=99sPnA66cz8

Hurricane Irene really set me back on finishing up Kodrek. But I managed to get a video of play up in time to get it into the Thousand Year game Challenge!

Also excitingly, I’ll be printing up booklets and sending out games in the coming week!

Kodrek rules, version 1.0

The 1.0 rules of Kodrek are complete! I’ll be sending boards out to all the Kodrek-level Kickstarter backers just as soon as printing is complete.

The timing means that I’ll also be entering the game in the 1000 Year Game Challenge. It’s got some stiff competition!

Kodrek is a game with a funny background. It comes from an actual game of Human Contact. Because HC is about cultures and their expressions in contrast with other cultures, we needed a game that summed up the part of the culture we were soaking in during a particular scene. In this case, it was an Academic (a bit of a dick, that guy) who was gambling. Now, keep in mind, the Academy doesn’t have money; its members trade in ideas because of their post-scarcity environment. So the guy was gambling with money that he was manufacturing. But he considered all the marines and pirates around him murderers, so he figured it all came out it the wash.

My specification was that it be a three-way game with shifting alliances. Vincent wanted it to be a game where you committed to plans in secret and then revealed them to each other, then dealt with the consequences. You can actually see the scene in Human Contact on page 84. We described the triangular board, the move-slapping, and that was about it.

After the game, Rob had to go home and Vincent and I went for a walk. We kept going back to the board game idea and rough-sketched play. I’ve thought about it for a few months and have come up with these final rules.

The game has a lot of variables and the rules discuss some of the things you might do differently if you lived with a different clan. I look forward to seeing the variants that players come up with!

I’m considering publishing the game. For the time being, it’s Creative Commons, Attribution, Noncommercial, Share-Alike though I might loosen it up a little bit, allowing commerical products and derivatives once I’ve decided.

Download the rules here!

Readercon is how I wish all conventions were

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Readercon is fucking rad. It’s a four-day literary science fiction convention in Burlington, MA (I didn’t know there was a Burlington in Massachusetts, either!), up route 128 where Autodesk and Adobe live. It’s the sun of the solar system of events that take place in Corey Doctrow’s Eastern Standard Tribe. It’s a miserable land of industrial parks and highway exits and I can’t wait to go back next year.

Carrie and I went together, not knowing exactly what we’d find. For me, it was sort of a fact-finding mission. I wanted to know if they were my people; the kind of people who think about the differences between Philip K. Dick and Bruce Sterling, not just as authors with bodies of work, but as what they have to say about the societies they live in. Panel after panel — only a one-hour break for dinner, people — was about gender, empire, race, sexuality, and the human central nervous system. I stayed each day until my brain was full, but much of Saturday night was spent in the company of other science fiction authors, drinking beer, talking about ideas. I got to shake a couple of very famous hands and am very excited to explore some new fiction.

I also got to play a game of Orange Book Shock: for the first time in a year or something. Ish and Greg picked me out of the crowd with their own copy of the book and we squeezed in a couple of hours to spin a weird little yarn about passenger pigeons that were hypnotized to carry memes through a New York City post-memetic apocalypse. Greg’s protagonist, Bill, was the last independent pigeon man in the city, while Comcast had consumed the entire Empire State Building, turning it into an enormous rookery. He was convinced that his last independent opposition, Phil, had the cure to the plague that was killing all the pigeons. Phil knew for certain that the plague wasn’t real, but was using Bill’s fear to get him to sell out to Phil. In the end, they used their memetic tricks on each other until they both believed that the pigeon plague could only be tamed by getting a regular treatment from the Empire State Building. The plague, of course, was a memetic one for humans — there was no disease, just a communication-controlling corporation that wanted a couple of putative indies around to do their memetic dirty work.

As you’d hope from these things, I came back charged up to read and write. I have a shiny newly-signed copy of Trouble on Triton by Samuel R. “Chip” Delaney, who’s a much weirder and more fun person than I imagined. I’ve also got a copy of Visions of Tomorrow: Science Fiction Predictions that Came True, edited and signed by Thomas A. Easton and Judith K. Dial, which is good fun. Along the way, I picked up a copy of Norstrilia, by Cordwainer Smith, which is his lone novel, the rest of his corpus being in the form of short stories and articles on psychological warfare for the CIA.

The biggest takeaway, though, was my immediate, stammering, giggling fanhood of Vandana Singh. After a panel on the place of colonialism in science fiction (rooted as it is in the imperial age and tales of trips to foreign and savage lands), I ran up to the dais and gushed at her. I’m so pleased that it didn’t put her off. I asked if I could give her a copy of Human Contact, and bless her astounding dignity, she asked if I would sign it for her.

I’ve got one of her books on Kindle now and another coming in the mail. Tonight’s my first change to sit down and read it. That her work is at the top of this rarified reading pile is a testament to how much she moved me with her incisive thought and warm, vivid prose.

I’m hoping I get to participate in the con next year. I’m nervous about asking them as though I was asking the whole con on a date.

The Contactor Spooky Motion At A Distance

Want to see something neat? This is Scott Dunphy’s Contactor, Spooky Motion At A Distance. The game’s got some really neat features! The expedition has already failed once — they got to their intended colony, only to find it dead, with evidence that its inhabitants came from somewhere else! Does that mean that a Rectifier will follow them, only to find no evidence of their having been there but their Bridges?

Scott told me about this in the course of discussing a Human Contact story repository. I started working on a wiki a while back but abandoned it because I couldn’t get my chosen wiki to not be a pain in the ass. I’ve since messed around with a couple more wikis but would love help getting one working well.

Aliens Have Edges: The Storm Sailors of Relimeët

When the Contactor Temporary Reduction in Entropy arrived in orbit around Relimeët, its members found themselves in intense debate over the proper location for their elevator. The environment faced them with extreme hostility. Two stable Coriolis storms slowly orbited the equator-spanning ocean of the planet, spinning off unpredictable eddies of smaller hurricanes and ruling out the establishment of a floating anchor. They found safe dry land no closer than 22° north in the form of a small island entirely inhabited by hominins and their ancestral structures. They could find no clear space for an anchor on the island, even if they could figure out a way to generate the ribbon to span the extra distance. A vote determined that the Contactor would send expeditions to start their work without the benefit of an elevator, using aerodynamic Messengers to search for a solution to the now prohibitive distance between Contactor and surface.

The expedition led by the oceanographer Mekzja Kefn sought a solution at the equator itself. Responsible for three other zoölogists, Mekzja constructed a submersible Messenger and they set about trying to find a way to build an anchored ribbon attached to a seamount that could withstand the storms.

They never found a suitable undersea location for the elevator. What they found though was more central to their purpose as a Contactor and as members of the Academy.

Traveling at the internal edges of the storms, they found gargantuan creatures, some 100 meters long, living at the surface of the ocean. They learned later that the Relimëetka called the creatures storm sailors.

Storm sailors live both by filtering nutrients and plankton from the ocean and by drawing kinetic energy from the storms. Their long, sleek, slightly flat bodies have two major features that distinguish them from other large sea creatures in Academic databases: a long, retractable keel on their ventral side and an array of “kites” that they retract into dorsal folds. At appropriate times, the sailor releases the kites into the storm, stretching out internal fibers that act as springs. The sailor then retracts the wings into the bodies of the kites, letting them fall and taking up the slack of the fibers with little effort. They repeat this process as often as they need to and use the energy they gain in this process to power both mechanical and metabolic processes.

The skin on their backs is tough, thick, and rubbery, capable of withstanding the lashings of the storms.  Striations line their backs, housing the folded kites when diving.

Their keels have on their surfaces an array of bioluminescent features. Each individual’s array of lights appears unique. They use these features to communicate with other members of their school.

Their nervous systems are hugely redundant. Several redundant chemical information processing systems, similar to those found in simpler sea creatures in the oceans of Relimeët, seem to do long-term processing in parallel, communicating through a subcutaneous web of silicon strands. At points around the sailor’s midline, these strands expand into lens structures and protrude slightly through the skin around the equator of the creatures’ bodies, giving the creatures body-wide compound vision.

Through an yet-unknown process, the storm sailors can predict the eddy storms, choosing to follow the ones that best balance danger and nutrition. They communicate their predictions with each other with their bioluminescent keels, the light patterns directly interacting with each others’ brain networks. When in vicinity with each other, they furiously pass patterns back and forth, mimicking and modifying the patterns they see on the keels of the nearby individuals. They seem to converge on a common pattern, then place themselves in optimum configuration to benefit from the storms as they have predicted.

Mekjza Kefn has devoted his remaining time to interacting with these creatures. Though the team he led has largely disbanded to interact with the hominins living at the island, his partner Mna Kofa has decided to stay. They live together in their artificial sailor, complete with kites and luminescent panels, learning the language and cultures of these creatures.

Principles of creation

Often, when pressed to devise an alien on the spot, I’ve seen groups (including me) freeze, not wanting to overdefine things. I think this is part of our game culture, where you don’t want to step on others’ creative toes. Human Contact (because of Shock:s underlying Minutia rules) tell you when it’s time to listen, though, and I encourage you to use that to your advantage. Here are some steps to help you take the problem by the horns and create some unusual, plausible, and playable lifeforms for your colonies.

When I’m talking about life, I’m talking about two things, one literary and one biological. This article is to help you balance the two of these to help you make good science fiction.

The literary concern is whether these are creatures who are interesting from a point of view of society. They are features of the world that we recognize as sufficiently like people that they provide a moral question, simply by their presence. The Grid and the Minutia systems help this to happen. When in doubt, refer back to it.

The biological definition is a phenomenon that is a product of, and can participate in, evolution by the process of natural selection. Life as we largely experience it as 21st century real humans is largely a matter of extremely complex chemical and electrical processes that result in self-reproducing proteins. The things we see those proteins do are amazingly complex. Not only do their produce skin, scales, feathers and hair, but also through subtle variations in those protein reproduction processes develop pheremonal communication systems that allow them to build colonies in logs, systems of turning carbon dioxide into energy and releasing oxygen, religions, technologies, and philosophies.

Other life, given the broad array of environments in which natural selection and reproduction of slightly altered patterns can take place, might be truly mind-blowing. In addition to other possible forms of chemicals from our own carbon-based proteins, arsenic, silicon and sulphur might form the basis of other self-replicating chemicals.

But some might operate in completely alien environments other than the chemical realm. Pieces of computer code that can adopt each others’ variations when writing copies of themselves; Harmonic frequencies of the crystalline structures that vary themselves to benefit from to seismic events; Planetwide networks of simple life forms that predict and alter the weather according to their needs. How do these systems interact with a hominin presence?

Naturalism

Human Contact takes a Naturalist view of the universe. When we describe something, we describe the effect it has on our senses: what it looks, feels, smells (tastes? sounds?) like. It exists because the process of evolution has resulted in this particular phenotype that you’re looking at now. We define it by the characteristics that have helped its ancestors to reproduce. We know, of course, that they’re serving a purpose in our narrative, but the lens through which we look at it is a naturalist one.

A lot of adventure fiction doesn’t take that perspective, though. It cares that monsters are terrifying, perhaps, but it cares more about the impact it has on a character (and by extension, the reader). Attempts at describing a supernatural world in Naturalist terms yields questions about the buoyancy of dragons and the implausibility of interstellar species’ mating viability. The purpose of dragons in a story is to have something supernatural, intelligent, and malevolent. The purpose of Spock is to provide a metaphor for multiracial individuals in American society.

So, when we’re creating a creature from scratch, our tendency is to create something we need at the time, relying on either cliché or vagueness. Let’s talk instead about how to make something that you can look, feel, and taste. Something that belongs in its environment first — you can develop its metaphorical qualities later.

This branch of art is called speculative zoölogy. Let’s look at some of my favorite examples:

Æsthetics

The first thing you’ll notice about these is the consistency from one creature to the next. Real life is more complex than any art can hope to simulate of course; we have both starfish and birds here on Earth. But we also have sparrows, ostriches, penguins, kestrels, and a million kinds of finch. Our challenge is to find a balance between excess, dull similarity and total unfocused divergence.

When you want to make it seem like ecologies are neighboring, do the same thing that you do with dialects in Human Contact: change a subtle but noticeable thing or two here, leaving the rest and seeing what your new synthesis produces. Rather than starting from scratch every time, use the stuff you’ve already created.

On Earth, we might aesthetically divide our creatures into bilateral (insects, mammals, birds, fish, reptiles, cephalopods, etc.) and multilateral (starfish, jellyfish) symmetry. The bilaterally symmetrical particularly interest us, so we can divide those into tetrapods (fish, birds, mammals) and polypods (arthropods, mollusks).

If I needed to create a creature for Earth, I might say, “OK, there are a lot of polypods. A lot of of those live in the ocean, so I’ll take a nautilus, and I’ll give it symbiotic algae that live on its surface. They attach to this giant nautilus and absorb sunlight. The nautilus eats them and travels seasonally to the places where the algae are healthiest.”

Symmetry

Much of the process of evolution is about efficiency — the maximum use of available resources. Sometimes that means growing two or more parts the same way. In many animals, that means bilateral symmetry (one side of a being mirrors the other). In others, it means radial symmetry (similar structures all connected at a central point or  branching (structures that are copies of the structures they’re attached to, which are copies of the structures they’re attached to). Such shapes form blossoms, spirals, and stars. These patterns are one of the things we recognize as features of life. While some nonliving phenomena like crystals and weather patterns have these characteristics, most nonliving phenomenal don’t, and by contrast, most living phenomena do.

Starting from a niche

But we can make more interesting things if we don’t have to start with  Earth animals. To do that, we’ll have to come up with an environment. We’ll do this in much the same way we do with our hominins, without the assumption of basic human physiology.

  • What environmental factors have shaped their bodies? We call a set of physical constraints on evolution a niche. Some fish live in salty water. Some in fresh. To maintain turgor pressure in their cells, very few can do both; when they do it requires a biochemical and physical change.
  • What colors or patterns are their surface? Does it require protection from the sun? Camouflage? Bright colors and patterns to communicate?
  • What holds the creature together and protects in from hostile elements? Skin? A shell? Hair? feathers? Leaves? A biopolymer made of chewed plants that hold stones in place?
  • How big are they compared to the hominins of this colony and the Academics?
  • How muscular, fat, and boney are they? Do they have tensor muscles like we do? Hydraulic compressor muscles like spiders? External sliding threads?
  • How do humans interact with these creatures? Do they use them for food, drugs, labor? Do they live in symbiosis? Are they predated by them?
  • If social, how do the creatures communicate? By sound? By vibrations in the ground? By patterns on feathers? By chemicals? By a naturally evolved radio?

If you make your ecosystem according to your Grid — according to your Shocks and Issues — then your creatures will, in some proportion, support those themes or add to a vivid background. There’s no reason to force them into allegory, so make them maximally plausible and you’ll find your way toward what they mean readily enough.

After all, we’re humans. We make metaphors out of everything we see.