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Author: M Harold Page

Scottish-based swordsman and writer. I teach German Longsword for Edinburgh's Dawn Duellist Society, and currently write historical adventure franchise novels for a living. If you read my writing, you'll spot that Harold Lamb is a big influence. You might also guess that I listen to a lot of Viking Metal, especially Tyr and Turisas.
Worldbuilding a “Star Punk” Future

Worldbuilding a “Star Punk” Future

Star Punk?
Star Punk?

You know the genre I mean. It’s the one that takes in Firefly, Dumarest… it’s Space Opera’s Sword & Sorcery. It’s Han Solo: The Early Years or Indiana Jones does Hitchhikers Guide to the Galaxy, or Almost Any Clint Eastwood Movie Ever But In Space. It’s what Traveller RPG supports in all its incarnations

It doesn’t have a name, so I’ve taken to calling it “Star Punk.” Here’s how I  tried to define it in my guest post for uber SF meister Charles Stross:

They are all set in spacefaring civilizations where technology has somehow — with an authorial handwave — and my handwave is particularly cunning and internally consistent — failed to eliminate the human element, where you still need a human to pull the trigger or pilot the scout ship, and where nanotechnology, 3D-printing and vertical farms have neither eliminated trade, nor ushered in a crime-free post scarcity society. They all involve individuals or companions — adventurers, traders, investigators, contractors — pursuing goals of only local significance.

In other words, they could all be transcripts of particularly good Traveller campaigns.

Writing Star Punk, as I discovered when I started planning The Wreck of the Marissa, poses certain worldbuilding problems. (And, yes in this case, I really mean “universe building” but worldbuilding now has a specific technical meaning for writers and other creatives.)

The issue is this bit: where you still need a human to pull the trigger or pilot the scout ship, and where nanotechnology, 3D-printing and vertical farms have neither eliminated trade, nor ushered in a crime-free post scarcity society.

In a nutshell, any realistic starfaring future is unlikely to be like this. In fact, our technology is already breaking the Star Punk future.

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Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

Modular: The New Mongoose Traveller #2 — More Than Just a Science Fiction Midlife Crisis Simulator?

(Read First Article)
(Read First Article)

Seen from one angle, the Traveller RPG has always been a Science Fiction midlife crisis simulator, “40-somethings Innnnn Spaaaacccce.”

Seriously!

The character generation system is a mini-game that lets you play through your character’s career all the way into middle-age, a career that most of the time ends in disaster, and always ends with you mustering out to go “travelling.”

Kurtzhau (13) and I rolled up a party and ended up with:

  • A scientist, feeling the bite of age, who’d made a big discovery in his youth, but had been stuck in admin ever since and now craved adventure.
  • A senior NCO soldier forced by job cuts to muster out and now very much adrift in search of a purpose.
  • A pilot who’d unwillingly ended up in the Scouts and spent most of his time as a courier and now belatedly wanted to do something less boring.
  • A veteran of the Merchant Marine who really wanted to be a Free Trader.

You could put them all in a shared apartment and make a quirky sitcom about them. (We put them in a ship and sent them to our Dacre Sector.)

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Modular: The New Mongoose Traveller #1 — First Impressions

Modular: The New Mongoose Traveller #1 — First Impressions

(Read First Article)
(Read First Article)

Traveller is 40 years old and there’s a new edition!

Jake squeezes between some crates.

Silence.

He exhales. It seems he’s evaded the Imperial black ops team. Now if he could just find his mates in the darkened warehouse. He pushes a little further between the crates. There in the space between the aisles is the alien weapon that started this whole mess.

Jake looks left and right then ghosts into the open. Breathing hard now, he reaches out and picks up the alien artefact. Despite its bulk, it’s surprisingly light and he hefts it higher than he intended.

Lights flash along its stock. It emits a, “Whirrrrrrrrr PING!

Shadowy figures pop up around the dimly-lit warehouse. The air fills with bullets.

One slams into Jake, punches through his chest armour. Almost spent, it still smashes his rib cage.

Everything goes dark…

Yes, this is the new Mongoose Traveller, the latest incarnation of a roleplaying game so influential that the book and TV inspirations listed in its introduction all arguably owe something to early versions of the game.

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7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

7th-9th April is Conpulsion! Edinburgh’s Ultimate Roleplaying and Tabletop Convention!

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Scotland’s biggest weekend gaming convention
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I’ll be doing a writing workshop based on my Storyteller Tools

If you’re anywhere near Edinburgh, then don’t miss Conpulsion this Easter!

It’s basically Valhalla for geeks, a temporary Nerdtopia — think Burning Man, but with less sun and more dice.

We’re talking two and a bit days of actual table top gaming in a popup community that you wish would just settle down and start its own township!

It’s Scotland’s biggest weekend gaming convention, and it is a splendid experience. (See reviews for 2014 and 2o15)

There are dozens of roleplaying games squirrelled away in the Gothic venue’s labyrinth, all refereed by experienced GMs. These run morning, afternoon and evening, so it really is possible to roleplay solidly for two days.

There are whole areas devoted to modern board and card games, some of them entirely new, plus various LARP games and panel discussions.

There’s also always wargaming going on, especially X-Wing and Warhammer 40K, but also games you  won’t have heard of, or are yearning to try.

The atmosphere is inclusive and have-a-go, with roleplaying sessions aimed at a range of ages and experiences, and board and wargames hosted by enthusiastic demonstrators.

Overall it’s a really good chance to try out — or at least, watch — the kind of games that look tempting but are a bit too expensive to just buy on the off-chance that they are any good. It’s also the place to pick up copies of games without having to pay shipping —  a refreshingly retro experience in an era when the Internet is usually cheaper.

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Modular: The New Mongoose Traveller RPG #0: Transported by Free Trader Beowulf!

Modular: The New Mongoose Traveller RPG #0: Transported by Free Trader Beowulf!

Traveller First Edition-small
Like a ray of grit into my comfortable early teenage existence

This is Free Trader Beowulf, calling anyone… Mayday, Mayday… we are under attack… main drive is gone… turret number one not responding… Mayday… losing cabin pressure fast… calling anyone… please help… This is Free Trader Beowulf… Mayday….

35 years and those words still send a chill run down my spine.

I can even see the shelf in the now defunct gaming shop on Edinburgh’s Forest Road. I was there to pick up Chivalry and Sorcery. Even at thirteen, I was a howling medievalist and that game seemed like it would be my game.

However it was a box of little black books — Traveller RPG! — that I came away with that day.

Sure, I’d played it before… briefly… with a kid in the year above and I’d liked firing pulse lasers and negotiating the mean streets of human space.

However, I hadn’t seen the possibilities.

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The Classic You Never Heard of: The 13½ Lives of Captain Bluebear

The Classic You Never Heard of: The 13½ Lives of Captain Bluebear

Bluebear Cover
Think “Hitchhiker’s Guide to the Galaxy does Adventure Time with a dash of Moomins”
Bluebear 2
Zamonia, a fantasy continent replete with baroque perils and wild adventure

The 13½ Lives of Captain Bluebear by Walter Moers is… nuts.

Think “Hitchhiker’s Guide to the Galaxy does Adventure Time with a dash of Moomins” and you would be on the way there.

It’s definitely a book for all ages. I read it in my 30s, before I became a dad. More than a decade later I’m reading it to my 9-year-old daughter.

It’s one of those rich works of the imagination that is somehow both compelling and a comfort read. Fairy story and fantasy adventure. Satire and parable. Tall tale and… met tall tale — there’s even a duel of lies!

It’s the autobiography of one Bluebear — a sentient blue bear (duh) and perhaps last of his kind. It recounts his wanderings in Zamonia, a fantasy continent replete with baroque perils and wild adventure — capital Atlantis (naturally) — that seems have a loose place and not entirely linear relationship to the history of our world.

Enlivening and illuminating his adventures are bonkers excerpts from Professor Abdullah Nightingale’s  “The Encyclopedia of Marvels, Life Forms and Other Phenomena of Zamonia and its Environs.”

The story kicks off with Bluebear’s first memory: floating in a walnut shell and then being rescued by Minipirates —

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Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

Modular: How to Introduce Kids to Tabletop Role-Playing #2: Actually GMing Kids

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The munchkins at your table may behave remarkably like college-age players…

GMing for kids (read part 1) is pretty much like GMing for adults ; almost too much like.

Kids — especially geeky ones — don’t evolve into adulthood in a linear way. A 10-year-old can be like a 15-year-old and a 9-year-old sharing the same brain (and same bedroom, as Warhammer figures jostle with Lego). It’s very easy to GM to their more grown-up aspects and forget their younger ones, which can then throw a spanner in the works.

Obviously, it all depends on the kids and your relationship with them. However, here’s what I’ve learned…

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Writing Life: The Arrow Storm

Writing Life: The Arrow Storm

archers
We call it the arrow storm

We — well a mate and I  — call it the Arrow Storm. It’s like Seth Godin’s Dip, but different. The experience looms large in the lives of professional creatives, but it’s not unique to us. Let me explain.

Imagine you’re a knight. Your enemies are a bunch of  peasants on top of a hill. Once you get amongst them with your sword, they are almost literally mincemeat:

[The peasants] shouted out, and cried, “Put him to death.” When he heard this, he let his horse go; and drawing a handsome Bordeaux sword, he began to skirmish, and soon cleared the crowd from about him, that it was a pleasure to see.

Some [peasants] attempted to close with him; but with each stroke he gave, he cut off heads, arms, feet or legs. There were no so bold but were afraid; and Sir Robert [Salle] performed that day marvellous feats of arms. These wretches were upwards of forty thousand… he killed twelve of them, besides many whom he wounded. (source)

Whee! And that’s just one (doomed) knight without any armour or backup. In this scenario, you are advancing with your comrades and you have you armour.

Unfortunately, these peasants are armed with longbows.

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Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

Modular: How to Introduce Kids to Tabletop Role-Playing #1: Picking a System and Genre

Dungeon Master's Guide-small
…perhaps in a fit of nostalgia, you made a Christmas present to yourself

It’s Christmas. You’ve got everybody together. Perhaps you’ve all watched Stranger Things  and now you have the urge to dust down your dice, dig out the Dungeon Masters’ Guide and introduce whatever kids just happen to be lying around to the imaginative world of your youth.

Or perhaps in a fit of nostalgia, you made a Christmas present to yourself of a recently published role-playing game, but the only available players right now are under 12. Or perhaps you’re like me, a life long player, and this is just a good moment to share the joy.

So how do you go about introducing kids to tabletop role-playing?

Really very easily, as it happens. The youngest child I’ve GM’d for was my 5-year-old-daughter when she crashed a party of 9-year olds, found all the traps and made off with the loot. Having done this a few times and talked to other gamer-parents, I’ve noticed a few things…

(Geek and Sundry beat me to the punch on this one (link), but my take is slightly different.)

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Five Reasons Why a Writer Should Stay On Social Media!

Five Reasons Why a Writer Should Stay On Social Media!

...you have to avoid falling into the rabbit hole of long debates where you can't let something stand
…you have to avoid falling into the rabbit hole of long debates where you can’t let something stand

Me: I’m stuck. What kind of sentries would the bad guys set up?

DS Baker (a former soldier): Hang on…

Two minutes later we’re talking face-to-face across the Atlantic. I love the 21st century!

Yes, there are good reasons for a writer to stay on social media.

Well not all the time — and yes you have to avoid falling into the rabbit hole of long debates where you can’t let something stand. However, if you are a writer, then my experience is that properly curated social media is your friend.

I’m not talking about marketing, though it does help to have a wide circle of friendly people who are on your wavelength so might — not that you are entitled to this in any way — give your books a try.

No, I’m talking about more basic stuff.

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