The idea of logging on a colonized alien planet brings my mind back to the planet Lalonde from Peter F. Hamilton's Night's Dawn books - a world that had very hard wood as its only meaningful export, and was also stuck developing its economy from agriculturalism (due to investment shortages, though).
All this is to say - Hey! What are some foundational inspirations for your sci fi verse? You gotta have some like recommendations of classic or older sci-fi for us, right? What are some of your suggestions of books and authors to read?
OK SO - My sci-fi tastes have sort of ended up in some very specific niches. Growing up, I was a Larry Niven +Jerry Pournelle man, in part because my dad amassed a huge collection of their books - then gave 90% of them away before i was old enough to read them. So one of my teenage missions was rebuilding that library, trash and all!
Stuff like Footfall, Ringworld, Gil "The Arm" Hamilton, Protector (yes i attempted to name a comic series similarly, and paid for it) "The Mote in God's Eye"... you name it, I read fuckloads of these books. And while they tend to land on a sort of human chauvinist "mankind will win based on his inherent adaptive human-ness, and the aliens will fail because of their rigid alien-ness", this shit was very foundational to me.
Their more collaborative series, The Man-Kzin Wars and War World, also loom large in my teenage mind. The Man-Kzin wars are super fun - humans meet a race of tiger-men, and go from being NWO peaceniks to roughneck cat-skinners in a generation! PEACE AND LOVE WONT DEFEAT TIGER MEN!
Similarly, war world (like lots of that 70s/80s military sci fi) was a sort of catch-all for western military nerds to play with their favorite factions - it was a planet where all the un-ruleable ethnic groups and nationalities had been deported by the authoritarian earth government, and left to rot... until a race of genetically engineered fascist super men land on the world, and start trying to rule the place. Pretty fun shit.
As I got older, I turned hard into William Gibson, and read the absolute shit out of both the Neuromancer trilogy and the Bridge trilogy, as well as his short stories. Bruce Sterling was part of that wave for me, too, and I religiously sought his old paperbacks out too. In terms of novels, "Distraction" is my favorite coherent Sterling Novel - though the short stories in the "Schismatrix" novel/collection of his remain my absolute favorite space opera pieces.
At this age, too, I found my top-top fave Sterling Stories - "Taklaman" and "Bicycle Repairman", both gritty pseudo-cyberpunk stories of the highest degree, in this collection:
This thousand-plus page collection of short stories and novellas was basically my bible for a few years - i put sticky notes on each story i loved and meant to return to, until the book was so festooned with sticky note bookmarks i abandoned the practice altogether. If you have the chance, just buy this book and chew on it for a few years.
As i got into my 20s, Charles Stross became my lode star - his books like Accelerando and Glasshouse were total game changers for me. They come with their own peculiarities, but I loved his transhuman/posthuman musings (or at least i was obsessed with his stuff for a good few years - the venn diagram of his obvious interests and my own overlapped enough that his books were great fodder for a growing sci-fi loving brain).
But since then, my main literary squeeze has been the great man, JACK VANCE. Working on Prophet, my friend @cmkosemen made a remark about how much the early issues of the series reminded him of a book series called "Planet of Adventure" or "the Tschai Cycle", by Jack Vance. The book has a beautifully simple setup - a man from an entirely undescribed spacefaring human civilization crash-lands onto a weird planet. But on that planet, he finds four separate civilizations, each who possess a population of enslaved humans, culturally and physically molded to the needs of their masters. And each book of this series covers our generic hero's interactions with each bizarre expoitative culture. I was extremely intrigued.
Soon thereafter, I found my current absolute favorite book - "THE DRAGON MASTERS". A book about an isolated medieval world... which gets visited, once every few generations, by a black pyramid starship, flown by a reptilian race known as the Greph. The greph capture humans to (surprise surprise) breed them into hyper specific slaves... who in turn become Greph-like in their thinking and demeanours. But the last time the BLACK PYRAMID landed, a bunch of angry medieval dudes stormed the thing, blew it up, and captured a bunch of greph... who became the breeding stock for a whole new human world of slave labour. By the time we meet this planet, the two rival lords of the human-populated regions have been breeding greph slave warriors, or "dragons", for generations, for combat against one another. But soon, the black pyramid will return...
I love this book I even spent a good few months during covid talking with the Vance Estate and several publishers about developing it into a graphic novel, but nobody could quite agree on how it could get made with old Simon getting a paycheque... so sadly it fell apart. There are concept drawings floating around my patreon and other corners of the internet. But one day I'll use 'em...
My other favorite books of his, to name a couple of the MANY books of his I love:
THE BLUE WORLD: A caste system of humans, descended from a crashed prison ship, live on floating settlements on an ocean planet, paying protection to a giant long-lived intelligent crustacean. But one man is tired of giving up all his crops to this tyrannical megafauna...
THE MIRACLE WORKERS: Rival lords on a planet descended to medieval tech (surprise surprise) fight using armies... and rival SORCERORS who employ the powers of suggestion to voodoo each others' warriors... but when facing non-human intelligences, these sorceror's skills fall short.
But there are heaps more, and I love most (thought not all) of the ones i've read. They're generally short, concise, and full of all sorts of bizarre bullshit.
THere are more books i've read and enjoyed in my life, of course, but these are the core ones that I think of when I think of my career as a sci-fi reader... let me know what your top recs are!
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No but serious. Dungeons & Dragons is one of the least flexible systems out there. So whenever I hear someone asking, "Why can't I do X in DnD?" or "How would I do (thing that the system is totally ill-suited for)?" my first response is just "GURPS."
For those of you who aren't familiar, GURPS stands for "Generic Universal Role Playing System." I always say it's like the Linux of ttrpgs, in the sense that it's less a system and more a framework that you can use to do whatever you want with.
And I really do mean whatever you want. You want high fantasy? Done. You want gritty realism in a dystopian world? Got it. You want superheroes? Good to go. Super tech space opera? Oh boy we got you there. You want magic systems that aren't based on spell lists? Go for it. Horror games where character death is a constant and very real threat? Sure thing.
You can set up your game to be anything from a complex data driven grinder to a cinematic rules basically optional flight of fancy.
You can play characters who are anywhere from realistically squishy humans to god-like super beings.
Characters personal flaws and strengths can have a direct impact on mechanics. Character species can have a direct and serious impact on mechanics.
The existence of so many options can make GURPS seem overwhelming at first glance, but if you are willing to put in a bit of effort, it's actually a very simple system to play. Most of the hard work is front-loaded into setting and character creation. Once play starts it runs as smooth as can be.
It's totally possible to play it with just the two core books, BUT there are dozens of books that are nothing but tips and advice for how to build a particular type of world or a particular flavor of campaign.
And the books, while not nearly as pretty as DnD books, are laid out in a way that makes it incredibly easy to find exactly the information you want.
Some more mechanical things that I particularly like about it (under the cut):
Characters are created on a point-buy system, but you don't just buy your basic stats, you also buy your skills, advantages, and secondary stats. And you can gain points back by dropping stats below average or taking disadvantages.
The advantage/disadvantage system. This is sorta the core of the character building, and it is *so* much fun. See, rather than pick out a class or species, you have a list (selected by your GM from a much larger list) of things you can buy that will have mechanical impacts on you in the game. Basically, an advantage is anything that opens up more possibilities for you in-game, and a disadvantage is anything that closes off possibilities. They can be superpowers, species traits, cinematic plot armor, personality traits, or things like chronic illness, bad temper, physical or mental disabilities, or being doomed by the narrative.
Simple dice system. To play a GURPS campaign you need three d6. That's it. All checks and saves are done by rolling 3d6 (low rolls are better than high). This has an additional advantage over the d20 system in that there is a probability curve. You're more likely to roll numbers in the mid-range, which makes both critical successes and critical failures rarer, and therefore more satisfying.
Your target roll is adjusted, rather than adding/subtracting from the roll itself. Say you're trying to, idk, hack a computer. Your skill level doesn't affect your dice roll, it affects the number you need to roll in order to succeed. This makes things a lot simpler on the player's end, imo, because there's less they need to keep track of. (You're trying to roll under the skill check, so whatever the base difficulty is, the GM just adds or subtracts your skill level from that).
The basic stats are on a much tighter scale, and they make a lot more sense. Human average is a 10 in everything. When you make your character you can buy higher stats or take lower ones and get more points to spend on other things. All stats cap out at 18, because that's the highest number you can roll. At a 10 strength you are a normal person. At 18 you're basically Superman. You'd have to roll a critical failure not to succeed in a strength check, and remember: critical failures are far less common than in a d20 system.
I could keep going ad infitum here, but instead I'll just close with:
Come with me boy, play my games! We'll have cowboy times in space!
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