Showing posts with label Robert A Heinlein. Show all posts
Showing posts with label Robert A Heinlein. Show all posts

Tuesday, June 28, 2016

Tabletop Roleplaying Review: Diaspora


    In spite of being into the hobby of Tabletop RPGs since I was a lad back in the 80s, and in spite of being a science fiction nerd, I have never played the grand old game of “Traveller,” not only one of the first commercially available rpgs, but THE Science Fiction game. It’s squarely set in the Asimov/Heinlein/Clarke/Niven side of things (less woo, more tech). I always meant to get around to trying it, but never did. Then a few years ago, I saw a review of “Diaspora” from VSCA Publishing. It grew out of a group’s enjoyment of Traveller, but hunger for a different style of play. They’ve used the Fate system, which I’ve heard a lot about, but haven’t used at all. Generally, it looked like a very group storytelling focused, harder Science Fiction game than is typical; and that made me curious.


    I’ve skimmed it a few times, reading a couple chapters several times over the years since I bought it. But this time around, I decided to get serious and really read it thoroughly. And that became a strange trip. Early on, reading about system creation and character creation, I kept thinking; “stop everything! I want to grab some friends and start playing this game right now.” But then, as I got into the ‘mini-game’ sections about melee, space, and social combat...my excitement kinda died, and reading the final section of the book was almost an afterthought.


    The system and character creation segments are great, and I very much want to use them in a game at some point. What makes it different from many games I’ve seen is that it’s such a group effort. The group, including the referee/game master/what have you, all take part in the creation of the setting you’re going to play in (a small collection of linked star systems called a ‘Cluster’).  Each person takes some ownership over a system, and as a table, you all make choices and forge the relationships between those star systems.  This is where tech levels and resources are figured out.  A player roles for certain numbers, but then interprets those numbers in whatever way makes sense.  There is a great little example, where they present a set of rolled statistics for a system, then show multiple variations on what that might mean.  You could easily have two players roll exactly the same numbers, but come up with completely different systems when they interpret what those numbers mean.  I like that a lot.


Then, with those systems as a background, you all create your characters. And part of character creation involves linking yours to another, so that while not every character has a direct connection to every other character, the group as a whole is linked in some way (like a chain).  I also really like that the characters don’t start out as low level schlubs who have to crawl and beg and fight to be able to gain enough power to do anything of note.  You’re playing characters that are important people, interesting people, shapers, doers, legend makers.  If you take the a skill at what they call ‘apex’ level (and you will take one at that), you’re not just good at something, you’re legendary.  You’re the neurosurgeon who was brought in when the president had a brain tumor.  You’re the actor who keeps winning the top award for performance in the 3D Vids.  You’re the barroom brawler who rose to be Zero-G boxing champion of the Antares system.  You’re the soft-spoken politician who swept the planet in a grassroots campaign of reform.  Essentially, you’re playing important people.  Not necessarily famous, but important to how the future of the cluster is shaped.


Then the game lost me.  Once it got past the creation of the setting and the characters, it gets into plug-in mini-games for determining various types of conflict.  I didn’t care for any of them, particularly, and I don’t care for the extremely ‘plugged-in’ feeling of them.  It’s almost like in a lot of older computer rpgs, where your party icon might be wandering around a large map, then you come across a monster and it zooms in to a little tactical map and do a totally different kind of game.  I didn’t like it in computer games.  I really don’t like it in a tabletop game.  Combat tends to be one of my least favorite parts of a game, because in a lot of systems it stalls the story.  These plug-in games seem to do that on another level.


So I did what I find myself doing so often. I mentally edited things.  I started looking at it like a salad bar; take what I like and leave the rest.  There’s so much good stuff about ‘the table’ having control.  A lot of stuff encouraging group connection and determination.  The way system and character creation is done, you might not even have a game master when you sit down to the table.  And I could see the game master job changing hands multiple times during a campaign.  That’s kind of exciting.  I like when players and their characters are drivers of the story and plot.  But I don’t see myself running or getting together a group for Diaspora as it is.  I think it will be like some other games with interesting mechanics I’ve read.  It will inform how I run a different game.  It does make me interested in other Fate games, as the mechanics for that seem very easy and intuitive.  I’ve heard very good things about “Mindjammers,” and could see using some of the better elements of “Diaspora” with that or a game like it.


-Matthew J. Constantine

Saturday, March 26, 2016

Book Review: Railhead



My recent re-engagement with the works of Andre Norton, and something of a re-awakening of an only slightly dormant infatuation with Golden Age Science Fiction couldn’t have come at a better time. My brain was in just the right condition to receive Railhead, the new novel by Philip Reeve. Longtime readers of the blog will know that Reeve is one of my favorite contemporary writers. I first discovered him through his juvenile Jules Verne style romp Larklight, but really came to be a fan with his book Mortal Engines and its follow-ups. With those books, he delved into a lot of the ‘big idea’ Science Fiction spirit I love so much. And he has returned to that with Railhead, a very big idea, Golden Age soaked adventure yarn. A galactic railroad network, threading through stargates, taking humanity from world to world; all under the watchful eyes of ancient AI. Excellent.

What Reeve does that was less common during the era of Asimov, Norton, Heinlein, and others, is populate his wild settings with interesting, nuanced, challenging characters. In Railhead, Zen doesn’t always make great choices. He doesn’t always do the right thing. He’s not a perfect young man. And he’s not alone. Are the villains really villains? Are the heroes heroes? Or are they just people trying to do the best they can with the things they’ve got? Whatever the case, I really like reading about Zen. I love Flex, Gentlemen Take Polaroids, and Nova. I was curious to find out where the Threnody Noon story would go. And the Guardians? The Hive Monks? I want more.

This is the beginning of a longer story; that much is kinda obvious. There are a lot of things introduced, and not all of them are explored to satisfactory degrees. But there is a satisfying story arc to the book. While leaving things in place for events to continue, I like that there is some closure, some resolution. And I’m certainly looking forward to finding out what happens next.

Also, and you’ll know this if you’ve read his other Young Adult novels, Reeve is one of those authors who seems to delight in abusing his characters, and yes, killing them off...especially if they’re one of the ones you really love. This is something that I find thrilling. Knowing that any character, at any time, could get snuffed out makes the reading more intense. And it challenges me, in my own writing, to be more daring; to remember that in life and so in stories, stuff happens. People get hurt, they die, they come into sudden fame or glory or infamy, they fall in love with the wrong person, that make the wrong choice, they find unexpected beauty.

Like Heinlein’s “juvenile” books, and a lot of others from the Golden Age of Science Fiction, Railhead features some young protagonists and there’s no explicit sex. Otherwise, it’s written as though for adults, without condescension or the accepted lowering of writing standards frequently found in young adult fiction. This is a good book. And it happens to be appropriate for teenagers. Sci-fi readers of all ages should check this out. And of course, go back and read Mortal Engines and the other books about the Predator Cities. Great stuff. Hester Shaw, man. One of the great characters.

-Matthew J. Constantine

Monday, April 1, 2013

Movie Review: Forbidden Planet



    It doesn’t get much better than Forbidden Planet.  Taking inspiration from Shakespeare’s The Tempest, it pushed special effects technology to whole new levels, and set the stage for science fiction to come, especially and particularly Star Trek.  This wasn’t, as so many other 50s movies, about a rocket ship to the Moon, or even a first voyage to Mars.  This was set in a future where those things had already long been accomplished.  This was the sort of future history Asimov and Heinlein were writing about, where Humanity was living among the stars, finding all sorts of marvelous things.


    Our crew of 50s military types, led by a slightly stuffy Leslie Neilsen, take their flying saucer past the speed of light, out into the universe.  There they are tasked with finding the fate of a long lost space ship, Belerephon.  The only survivors are a scientist and his daughter, who are less than welcoming.  The mystery of the Belerephon’s crew and their fate, as well as the secret of Dr. Morbius and his daughter’s success, and their robot servant Robby, make up a large part of the film.  That, and the nature of a strange killer that hunts Neilsen’s crew upon arrival.  Technologies that seem far in advance of what Morbius should have is a hint that something deeper going on.


    The make-up of the crew, the general look, and the future setting where some faceless organization sends ships out on missions of discovery would all serve as inspiration a decade later for Star Trek.  There’s even a bit of the triumvirate, the Executive Officer, the Doctor, and the Captain, going off to explore while the rest of the crew stays behind.  Walter Pidgeon is hostile, yet charming as the good doctor.  He’s perfectly civilized, if unhappy for visitors.   Anne Francis is cute as heck as his young daughter, Altaira, who is desperately hungry for experience with new people.  It’s still the 50s, so there’s obligatory drunk humor involving the ship’s cook, and awkward, somewhat rapy romantic fumbling on the part of the crew when they meet Altaira.  Lieutenant Farman out skeeves the worst Kirk pawings by a mile.


    Once the first death happens, things get rolling pretty fast.  Ancient civilizations, strange monsters, budding romance, and some cool super-tech.  And that’s where the special effects really shine.  Deep under the surface of the planet are vast complexes brought to life in an excellent mix of model work, animation, and live action.  Few science fiction pictures before this grasped at anything like the scope.  Things to Come, maybe.  But not much else.  I can only imagine what it must have been like seeing it in the theater on its first run.


    The production design is amazing, with cool sets, beautiful backdrops and mat paintings, and good costume work.  No surprise Robby became an iconic movie robot.  He’s quite striking.  And the weird electronic music gives the movie an otherworldly flair.  This is one of the big ones.  You have Metropolis, Things to Come, and Forbidden Planet.  There were other science fiction films, like Woman in the Moon, The Time Machine, etc.  But when it comes to tectonic shifts, I think it falls on the former.  Until everything changed with 2001, they were the top of the line.  I love that it creates a universe with a history, without ever explaining most of it.  Who were the Krell?  While the question is central to the film, it is never really revealed, only implied.  Part of me thinks they were amorphous, the Lovecraftian in me hopes they were cephalopodish.  But who can say?



-Matt