beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
As per usual I've been thinking about fantasy world materials and logistics.

Yesterday I was looking up coats. I found a page that said it was by a military guy that kept calling what I'd call a combat jacket a smock, and armed with a new keyword I found many more coats exactly like I was looking for. Including the police version of them. And the sniper one, which appears to have Maximum Pockets, but which the military page had mentioned specifically in the context of non snipers wearing them just makes them look like prats. So, probably do not need maximum pockets. Also, do not see how anyone sits down in some of these clothes.

Smocks were listed as made out of
" Durable 50% Polyester/ 50% Cotton Ripstop fabric - No Drip/ No Melt ยท Water resistant "
and no melt is certainly a consideration I would have for clothes to be worn in adventures, since people are slinging fire around a Lot and you want clothes that will not become one with your skin, though rules aren't that granular specific.

So I thought about polyester - newish, around for WWII, but if you want to reinvent it in fantasy world what's your manufacturing requirements and supply chain look like?

And then I thought about cotton, Read more... )

But like, in fantasy world where they ignore all this except in the most abstract ways, they also ignore the material conditions that lead to conflicts, and can cut them short when things break down.
Which leaves you setting up conflicts based on like, personal opinions, or religious things, or just because Those Guys Are Evil.

I'm not saying the whole Fantasy Racism Problem arises from nobody thinking about where the cloth is coming from, but it's feeling like a defensible position.

Like when you take away so many of the factors that left human civilisation so fundamentally interconnected across large geography for thousands of years, and you make game rules that imply everyone with survival skill could just wander off and Live Off The Land, you end up with people with few incentives to... actually get along?

It's a bit like how I object to zombie stories because they ask like, if you couldn't negotiate or communicate or do anything to divert or slow or for the length of the show or movie cure people, Could You Kill Them? Having taken away all the human conflict resolution tools and most of the animal ones, well, guess that just leaves violence! Which is not an idea I find particular value in.

DnD alikes have extensive rules for violence, some rules for negotiation, and need you to buy extra expansions for actually living somewhere long term or having investment in a community.

And I might be in the wrong genre to be worrying about actual trade goods and supplies, except as a way of keeping score when you do the guarding a caravan between towns bit.

But when they do worry about it that adds so much to the story? Like if you read one set of stories orcs are just a source of random violence, but if you read the Pathfinder sourcebook for their sole surviving homeland, you read about a grim struggle for survival in a land where the water is only sufficient in summer. So they have a summer truce. Implying that orcs are only violent when they're starving and running out of water. Which puts the 'heroes' of Lastwall in a somewhat different light.


I don't know, I started out wondering what coats my army would need, I ended up thinking about how to feed a planet.


BTW, when I was looking for fabrics, I ended up finding some etsy stores specifically for historical fabrics, and the woven wool fabrics there are different than I was finding without Historical in the keywords. I liked the one that listed the color as Sheep. Sheep is of course the color. But also Woad and Madder and so forth, and that's a lot of bright colors.

Once you get magic involved you can prestidigipaint anything any color, Read more... )

In the Wrath of the Righteous game you get a few questions asked about how to supply the troops, a regular steady income that keeps going up as you conquer lands, and people willingly turning up to get hired. You probably spend a lot of your adventurer treasure on hiring and building. And as long as you do it right there's a solid chance it doesn't get knocked down again, because enough troops to defend everything you build. So that's nice.

But now I have poked wiki until I want to bolt the whole campaign on the end of an entirely different sort of game, like civilisation and farming sims, like remembering there's more than one Stardew Valley dude for every bit of harvest. Different zoom levels, different stories.

Stardew Valley would need the challenge rating turned right up to be much like Golarion though.



... not sure I've acquired any answers on this wiki wander. Am sure I'm still wondering how farmers even work on Golarion...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I was just now thinking, it's got to be really difficult to design WCs for fantasy worlds.
I mean, even the standard Pathfinder dudes need loos ins Small and Medium sizes.
And Small will do for children of Medium, but Small still have children too, so really you need Tiny loos.
And what if a Large visits?
But you'd still need wheelchair access, because disability still exists even if wheelchairs aren't industrial standardised yet.
But the wheelchairs would be in all those sizes too?
And then there's like Locathah who are usually aquatic and you wonder what merperson loos are like but probably don't want to know.
And there's Tengu who are like birds, don't know what facilities they'd need.
Lots of different kinds of humanoid ish species.
And that's just for starters.

I mean I'm sure centaurs and driders need the loo too, somehow. I'm not sure they'd fit in a regular building. They should though, people is people is people.

And I was thinking all this because the Lavatory building is up to four squares, and they can be separate squares, five by five feet.

That is just not a lot of toilets.

There's no game advantage to buying extras but... that's really not a lot of room for all the humans you can fit in a building, let alone everyone else.

Read more... )


Fantasy sewers are a whole problem of their very own.


I started out thinking about accessability across multiple races, I end up finding out the sewer ecosystem is suitable for level seven adventurers at least.

A building needs a Sewer Access room to connect to the town's sewers.

I now realise decent locks and so forth on that are essential.

Unless you want sewer based customers.




So okay. Fantasy world bathrooms. Way more complicated than you'd think.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
the Pathfinder description if half elves that can't (or rarely) put on weight no matter what they eat
aside from conflating weight with attractiveness in a very narrow culture and time specific way
reminds me of people I know
who for many years could not gain weight
or keep it on
and were zooming around very busy
and very unwell
until they got their thyroid and celiac diagnosed and under control
at which point they could once again turn food into body
and were not
you know
starving.



So now I want to combine this description with the rules that have
different basic rations for different fantasy races
and have it be simply
food intolerances or nutritional shortages
from eating too much food from one side of the family or the wrong sort from the other.


Also
Elves adapt to their location Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I am not keen on the descriptions of half orcs and half elves in Pathfinder.

Read more... )



The rules dont support the views of other races that are in the cultural write ups. Orcs learn fast, and have to because old age is catching up faster. Elves learn really really slow. 2d6 years to get Trained as a half orc and 10d6 for an elf. Why would humans see orcs as none too bright and elves as wise? Don't make sense.



Has to be a whole heap of prejudice and some weird cultural ha gups, plus seeing things like 'has really old cities' or 'driven into the wilderness' as reflecting their intelligence or ability to learn, which the rules dont agree with at all.




... I kind of reread Speaker For The Dead the other day looking for quotes and I have Thoughts about the Prime Directive and the idea that being smarter and being newer are in any way connected.


Also I bring too much Star Trek to these fantasy games to ever be satisfied with the rules.

So many pages of combat rules and mostly combat spells, so little room given to Diplomacy.

I want to get a federation going on Golarion, or any place else really. Just meet new people and figure out how to get along.




... in a system that insists being Undead means being evil (and being shadow means being evil)(but you dont have to be evil to use shadow magic) the insistence of the rules and setting is really against the make peace with everyone approach.
... even when the rules don't entirely support the attitudes.




One cool thing in the Pathfinder setting: there is an entire planet for the undead. It's got no air, but undead don't care.
I imagine this is used primarily as setting for horror games
but it ought to be a simple alternative to war
since the undead clearly don't need the same real estate at all.





The game mechanics leave maximum roleplay room to the player, so any playable race can choose any way to be. But they also insist on alignment and list it like it's intrinsic.

Annoying.




I realise I could just play a different game
but that
would involve getting out of bed.

so I keep poking this one.



ah well.
beccaelizabeth: Blue Beetle, Ted Kord, cartoon style, bored, using one of those bats with the ball attached. (Bored)
Today I successfully managed to only play The Sims for a coyple of hours.
... it got more interesting once I learned from the internet how to make whims show again.
... but not by much.

The trouble is after that I just kind of sat here and stared at the tv.
The tv has in the whole not been on.

Read more... )



The thing with taking forty thousand of your friends and starting over in a new world though... that would be so tricky. Finding enough friends that could get along. Because someone on tumblr pointed out you'd choose your network of people and they'd choose and they'd choose and so on out, so you wouldn't personally screen or read the cvs of forty thousand people. But. You know on Facebook there's always that one person who is like politically your complete opposite, but for some reason unfriending them would be Drama? Imagine that, but you're on another planet and there's literally no new people unless you make them. Instead of vaguely racist relatives a couple of degrees away who you only have to see at Events, there's only one town, and they live in it. And since there's so few of you, some of you are the government. And whoever brought the most friendfriends is probably driving. And somehow back on Earth this seemed like a good thing.

Read more... )
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I was reading a setting book and got vaguely annoyed again about how the whole ecology screams 'north american who is not a biology student'.

I mean I know the only reason those sections are even in there are so rangers can get lost in the wilderness and have random encounters, it's just on a worldbuilding level it strikes me as sloppy.

You can get your entire world built up from assumptions about the ecosystem. What grows where and what people need it for is your whole trade pattern. And there's sections in GURPS Space for planning whole alien species worldviews based on their biology.

But mostly in fantasy the biology trundles along in the background looking kind of generic, plus dragons.

I saw some really cool plants on tumblr the other day and thought I should include their descriptions in a setting sometime to make it sound Different and then I realised over again that there's whole millions of people who think that's just how plants look, because they look like that round their way.

Like most settings I've seen don't have marsupials. Unless the biology is the point they just kind of assume no pouch mammals. And monotremes are there none.

But if the places are legit other worlds then islands are the closest we've got to seeing how varied life can get, and Australia being Like That ought to be really helpful to the imagination.

I don't know why I'm flapping about this today, it just means I ought to read more from places other than Britain and North America.

But then it bothers me in some games there's whole dungeons where there's just carnivores and blobs. Like maybe the blobs eat something more basic than meat, but they seem to eat everything they touch and die a puddle so as food chains go they're not exactly link shaped. Everything is so far down there's definitely no photosynthesis going on. Maybe some rule book mentioms mushrooms but you seldom find them. Possibly everything eats fish. I've got one game where you can always find fish in a pond, even if the pond us lava.

... maybe everything eats magic. I mean that would make sense, probably every form of energy gets ate by something, plants eat light, maybe entire dungoens eat magic. Then it's only weird things aren't more weird.



I started watching Stargate again and am therefore remembering that any hope of a peaceful resolution between species requires an exact understanding of each others needs. Human to human diplomacy can take so many shortcuts about air and water and food and so forth. Radiation level preference doesn't even need stating. But then you get entirely new species and what they need is not immediately obvious. Goa'uld behaviour might make perfect sense, if you want to write it to, if you just make a few assumptions about goa'uld buological needs and how weird they've become as individuals since starting to contact humans. Learning from humans without a clearly articulated understanding of how species differ could make grand messes.

I get annoyed at the idea undead need exterminating because surely they're just people with a very different set of needs? Grantes ones in a different position on the food chain, sometimes, but. People.




Now I sidetracked myself and am thinking about frogs. If inventing a world, would we ever invent as many frogs as there are actual frogs? Unlikely, because there are *so many* frogs, it's so great. But no story I can think of would need all those minute distinctions. So frogs are just frogs, but really, there are *so many* frogs.

That's orobably true about fantasy rabbits too. Sure you could invent a bunch of different words for them, but if it'll hop into a snare and make good stew, you don't really need them. Same function in the story.



... now I'm wondering what goa'uld words there are for humans. I mean they've got jaffa and hok'taur, what else have they got? Use distinctions?



This is a ramvle without much purpose.

I'll go away again.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I started out bored and thinking idly of making a me in GURPS again (stopped as always by the depressing reality that I am an unplayable character)
and now I've wandered through rules until I have at least a dozen pdfs open and am considering How To Start A Planet (or demiplane, as applicable.)

Because if I'm going to get up to playable with my disadvantages
I have to balance it out with something
and while high levels of Magery are always fun
they also need me to, like, do stuff? Regularly? To be useful?

So I started thinking about Allies
and a half dozen rulebooks later
I have GURPS Space open and I'm wondering how to get a hundred million people to live on one colony planet.

Read more... )

So I can imagine a story that goes from one person with The Dream to two hundred people stepping through the gate to... I don't know, a few thousand? I can imagine scaling up to a city if they take their time. But from there to a country seems like a generations thing.

Except how much of the world would need to want to go? Like one or two percent?

And they'd have a huge variety of reasons.

So I guess maybe?

But combining wanting to go with resources needed to do it???

That is a really large scale story.


And it's like colonising Mars? Where at first they have a huge injection of resources from the habitable end but eventually they'll have to sort out a new relationship with home?

Except if there's a permanent gate then the cost to get to the new world is a whole lot lower, and it's habitable there if I say so, so people can just stroll in with a tent and... well, starve, but a lorry could bring a lot of setup, and many people could fill a lorry with something.

Read more... )

... so a space colony story is just liek me imagining making like a million friends?
... and getting stuck imagining like a dozen?

Read more... )


The problem is the basic story of space colonies is
we came out here because people suck
but it turns out we are people
and we suck.

Like, you bring your conflict with you, even if you have an actual blank slate to draw it on.



And if that's going to happen to your group at whatever scale
you need to do some very big thinking to make it attract a hundred million people
without collapsing in on itself.

Read more... )


Anyway. That is what I have been doing, rather than sleeping, as might also have been helpful.



Thinking on how you would play through from 'hey this gate goes Somewhere' to 'and now we have a self sustaining high tech world'.


It kind of rewuires understanding, like, society as a whole.
So.
Bit tricky.

Magic taxes

May. 5th, 2019 09:55 pm
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
If wizards were real the one thing you can guarantee would happen is
governments would figure out how to tax them.

Like, okay, maybe they have spells that can create gold from thin air
but
HMRC does not take kindly to sudden importation of large lumps of gold sans paperwork
and would not be entirely impressed with digging it up in your own backyard
especially if they could argue someone buried it on purpose, there's laws about handing that kind of thing in.

So anything wizards could do that could plausibly be considered economic activity as makes them an equivalent of money
the government would figure out a tax for that.




... aaaaand now I'm imagining being the tax office for that, both in the 'complex paperwork' sense and the 'trying to collect taxes from dragons'...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I'm a bit frustrated with my story making brain today because I keep thunking on problems of the wizarding world, specifically, how many wizards there are, and how many babies they have each.

Like, the pureblood wizards were worried about blood status because they wanted wizard babies who grew up in a wizard culture. Which is reasonable, but the people being loudest about that stuff tend to be, like purebloods, very rude about every other sort of culture. Lots of racists worrying about their people not having enough babies, lots of bad eugenics stuff going on when you worry about heritability of ability.

Except, it's also a disability story? Read more... )


I always want to yell at Buffy though. She goes on about how hard it is to be the Slayer and have all this demon stuff happen to her. But it happens to Cordelia? And a lot of other girls? Their town has a death rate? Because of this exact stuff? So Buffy is in neither more nor different danger than the next girl, if the next girl is Chase. The only difference is she has the power to survive it and fight back.

Read more... )


Nope, still awkward.


Like you need to tell the story where the less able are just as worthy and valuable and entitled to self determination
but
I'm interested in the story where the more able are proving those things
but typically that, you know, works? Without an argument? Because they are powerful and can sort it out themselves?



So I keep finding interesting chewy bits
in a mouldy story
and it's frustrating and awkward.




I do not need to protect the rights of the aristocracy or worry about them dying out
I just keep on being interested in the stories of people who might need their rights protected and be in danger of dying out or losing their culture in the modern muddle
and some wizards very nearly almost resemble that.

If you turn them upside down, shake them, and ignore most of what falls out.


Read more... )


Worldbuilding, I get stuck on it, but combining the logical world with the right assumptions about power and limits to make it work out that way and make it tell stories I think are interesting is just... a lot of moving parts.


I keep ending up with the unfortunate implications stuff instead.

Meh.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Today I got woke up, twice, by stupid scam phone call of the pay us now or get cut off variety. Rude humans, go do proper things instead.

So I was daydreaming castles, as you do.

A castle is an intentional community with a purpose and shared goal. Read more... )

So I like castles because they are a symbol of safety, representing an ideal that can be shared with others in an emergency. But I dislike castles because it's always some berk who thinks they're all that who ends up in charge of them. And then what do you do?



Castles are also not the actual practical safety these days anyway. You'd be better off guaranteeing good access for emergency services and designing things to be accessible and not flammable. Secure nowadays does not look like arrow slits, because arrows are not a current problem, you'd be better off with decent fire exits.

... castles look so cool though.



There's a bit in CJCherryh's books, Cyteen and sequels, where there's a tension between people who want to spread out into the universe and people who want to fort up where they already are. Like, it takes a lot of resources to do either, they both want to allocate that budget to their preferred method.

And people can be politically expansionist, big empty universe, let's send people into it
but then with their friends and family they'll be trying to build that one safe central place.

Read more... )


The tendency to perceive resources as limited and outsiders as Threat is kind of embodied in castles too. That's not my favourite bit. I mean, sure, I'm scared of humans, but sort of generally, whereas many people are scared of them particular humans who are Not Like Us. I'm scared of people who think they're the boss because they have the biggest sharp thing. I'd rather have armour that can ignore the big sharp things. But that isn't really the current problem.

If you think of the European Union as Read more... )

But somehow the story still feels like Outsiders Take Our Stuff. Still feels like we need big strong walls to protect it.

... I'm a fan of big strong walls emotionally speaking, I like big stones and a general Keep Out approach to architecture, right up until I apply it to, you know, politics and actual factual people.

Because I'm reasonably certain that the point of walls is people. They look after people. Looking after people is the part that needs focusing on.

And I do not, personally, think that people stop being people if they're outside the walls.



... a historically unusual position, in castle times, I fear.



But you look at how much needs doing, all the agriculture work and care work and I don't know what all else, the proportion of the NHS that's from Outside and keeps needing to be, and you look at how many people want to come here and do things we need doing, and just... people. People are excellent even in a strictly usefulness based view. We need people, there are people, it's great.

But also, people need a place to be? That has water? And an ongoing lack of war?

And hey, we have a place.

Read more... )


Castles are so much smaller than cities. I mean you get story cities like Atlantis where there's a theoretical 200 people and you only meet 20 of them, but, I daydream castles partly because I feel like it's a much more manageable scale than the tens of thousands of people I'd have to deal with in a market town, much less the hundreds of thousands in a city. And you can put a lot of smaller scale units together to make those cities, but humans have been moving from the small places to the big ones for a long time now, and for reasons. Castles might not address those reasons.


Like, okay, I've seen a castle that had its own pub. But one pub. What about the other dozen in a market town? What about the other few hundreds in a city? Not everyone wants the same things out of their pub! Scale things down again and you're back to like it or lump it.


... and of course when I'm daydreaming it I can design the perfectly perfect one, but, communities don't stay the same, you'd need to find a community who agrees with you in the first place and then you'd need to maintain it and the adjustment of environment to community and vice versa is a never ending task. So the idea of a centuries old castle that remains Just Right is a silly sort of daydream because what do you do when your kids want to redecorate? Or their wives do? You don't get to choose everyone who moves in, they choose each other. Then what?



I sit down (or curl up) to daydream a castle, because castles are cool, and I end up with all this psychological and political stuff coming up. Castles make me feel safe and like life is basically under control. But whose control? Safe from what?

And then when you're writing stories, so many unexamined assumptions filter through.

I don't want a castle to defend against the goblin hordes for centuries, I want a decent farming system guaranteeing subsistence level food for all my neighbours, the small shouty green ones included. It seems like that would work much better. Universal basic income or big thick walls? Well which one actually addresses the problem? Which one will remove the problem at source?


So now we have very few castles, and they're mostly museums or hotels.

Which, you know, yaaay.


But then I go back to daydreaming castles...


Because they seem like a nice safe place to start.

Since it is much easier to make friends and influence people when you are not, yourself, dead.




... actually in a suitable F&SF setting that's not necessarily true. Ooh, support your local necromancer, his food distribution methods are the fairest, since he don't need any himself...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I have been trying to imagine what my Best Possible World looks like, so I can think of bits I can actually do.

It's tricky because I keep trying to fix the entire world at once, which, obviously, big.

But walking around town the other day I said to my employee that I would very much like to live somewhere with NO CARS. Which is true. Pedestrian zone for the win. But, it makes deliveries much difficult, and getting the food home. And many people need more help that makes No Cars not actually accessible. And you'd have to have a place at the edges for picking up and dropping off, but the edge would have to be pretty close to home if people had mobility issues. Also babies. It is right tricky getting plural small children anywhere. Making people walk makes it trickier than necessary.

So I have been thinking, and I reckon I like the way the university (UEA) has it, except with far fewer stairs. Read more... )


Now I'm imagining like a sorting hat but for where you go to live now. Shared interests having a shared address. Town of the Star Wars Fans. City of the Football.

... actually several cities of football, because geographic devotion seems to be baked in to that one.

Or it would be like university departments, but instead of university towns you'd get like the history school city.

... interdisciplinary studies would involve so much commuting...



So: Ideal world, I would find people with shared interests, like, plural people, and talk to them, every month, and also be able to find food in every food selling venue.

I mean that seems achievable.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I've been pondering some Highlander with the serial numbers filed off ideas.

That means thinking which are the good bits to my mind, and what mechanisms I could use to port them without keeping the whole world.

Read more... )


But some of the interesting stuff is history, civilisations, if and how ethics change over time. If your guy generally does the right thing, how has he been judging that. Stuff like that.

To do that you could use time travel.

But some of it is person stuff, how environment shapes behaviour, shapes self. To what extent are we a unique self, not a product of our experiences? And then you'd get long lives with lots of changes to make contrasts, or reincarnation to see what they people have in common when they've forgotten everything. Or Dark Matter, with the mindwipes that still leave someone in place.

I haven't finished watching season two. I could go do that.


But, lots of different stories to possibly tell.


... would really help to pick one and tell it...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
So like Malfoy Manor is based off a national trust property and would be worth ยฃ14.5 million according to the radio times. The Malfoys are Rich.

But how did they get rich?

Like, I don't know anything, I just read fic, fic has them owning a house and just... bank vaults. And like, typically vaults need filling? On the regular? Vaults that are not refilled are why most houses end up with the National Trust, there's a whole money goes out problem.

So what resources do the Malfoys have that they're turning into money?

Read more... )

But if one old family has land, they can make money through rent, and through the magical plants and beasts and all sorts that might live on that land. For rent you want there to be more people, for the other stuff... only maybe. Either way it might get crowded, or feel crowded compared to a mere century ago.

And the new wizards wouldn't have resources of their own, not from within the existing economy, they'd be all looking to buy their ingredients and wands and so forth but they'd have had to change currencies from pounds first.

If we knew how people were making their money and how their money was doing in the present conditions then we'd know a bunch of motives for them being bastards, and those things would still need sorting out even after everyone has agreed that prejudice is a bad thing.

But like, sorted by growing more and being nicer to growing things, possibly.

Not the way the Dark tried it.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
I have been playing with imaginary numbers and considering the social results again.

So, magic in Gurps, hours of study per spell learned, and the way extra magery makes you so much quicker.

Everyone they let in to magic college has magery 0. They can see magic and are technically a mage. Yaay.

But there's also people there studying up to 40% quicker (30 if you only have M3 in that universe, which was the assumption of my math.)

How do you schedule lessons so everyone can study?

At lower levels you'd have mixed Magery classes.

I did some maths and a M3 mage needs 17.5 days of 8 hour classes to learn a single spell. They are just that good. So to optimise use of teachers time, that's what you schedule. Do it across 28 days, four weeks of 5 days of lessons and some weekends and half days, and you leave enough time for M0 students to keep up. If they do the reading. For enough hours to round up to 12 hours a day studying. Every day.

So that means the most basic students, the ones who know there's an upper limit on what they'll ever be able to do, are having to study all the hours of all the days, while M3 gifted types can stroll it.

Resentment seems to naturally follow.

But on top of that there's all those hours the M3 can be pursuing their own studies. Read more... )

Going to effect how mages see themselves, each other, and the kinds of magic they do. How long someone had to study and if they needed a teacher? A hierarchy gets built in.

And if some colleges are simply not taught there, but make excellent prerequisites? There's another complex hierarchy to bump into.



Is fun.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
If you're bringing people with you to another planet, people who will literally be 100% of the humans you see for the rest of your life, who do you bring?

Read more... )



I'd be tempted to start with people with shared fandoms.

... no, for serious. They'll have something to talk about, shared focal texts, a starting point that may suggest a shared set of values, or at least a way to talk about values that seems relatively neutral. They'll share a dream.

It has to be easier to get along with a shared starting point.

But with that very familiar context you can imagine all the drama you'd be packing too. The flame wars would be epic, if there was never again the possibility of just leaving...



Also, if you start with space scientists, you get a lot of fandom people anyway.

But F&SF is super popular, so it might not be much of a sorting mechanism.



I'd also be really tempted to bring a bunch of actors too.
Read more... )

Culture and science are so much bigger than you can fit in a small town, you'd want everyone to have diversified skills. Like if you could choose between two doctors and only one played an instrument you'd probably want to bring them. Or artists or writers or actors.

... I have a *very good reason* to want to bring Peter Wingfield. Made of logic and everything.




Space Colony, as an idea, is a way of weighing up your priorities and values. Apparently my first thoughts are F&SF fans, actors, writers, and only then medics...


But it's also a daydream of getting away from all them others. Which... is less nice.

Slight improvement on the appeal of the apocalypse, but you have the same math problems after the end. If you need to scrape together 10K survivors to have a chance of human survival, there's really a lot of stories that are just about the slow dying of the light, cause groups that small aren't going anywhere in the long term.

Read more... )


I'd want to bring the widest packable variety of foodstuffs too. I, personally, do not eat meat or dairy, but if the survival of the colony depends on growing food under conditions you can't possibly predict in the relevantly long term, you want all the biodiversity humanly possible.

Read more... )


... so the ideal colonist is an actor with medical training who can grow some sort of food.




I've thought on plot bunnies that start with having a sf convention through a Stargate, that then stops working. You'd probably have medics and military in the mix somewhere, but you'd very probably not have done the math on genetic variation, and 10K would be a really large con around here.

I've also got one where a planned colony of 200 go through the Stargate partly to make propaganda films for declassification, to sell the world on the universe, but also to build up their own planet with naquada mining and a university with medical school that can trade through the gate. They need to build quickly in preparation for the rest of the 10K arriving. But they have all the usual hostilities to contend with too.

... imagine being a builder and having to worry about... well, building in a war zone, not a new idea, just with some alien whatsits on top.

Builders and plumbers and carpenters and all sorts, you'd need.

... huh, imagine trying to keep the skill of carpentry alive on a generation ship, simply because you know you'll need it eventually. Or lumberjacks...



You wouldn't want to rely on Earth for all your culture because it's going to drift away from locally interesting pretty quickly. It's another country now. Consider how foreign soaps and comedy travel, and then imagine a few light years in the way.

And how would you feel about crowd scenes?



Stargate Atlantis fandom has done a few plans, for 200, mostly as crit of how ridiculously under prepared canon was. Start with olives and honey and sweet potato and all the staples of a thousand years that you just can't be sure are out there...



Colony design is ridiculously tricky, and some of the early ones will fail. We should start practising now. Intentional communities designed for a minimum of outside input, the ultimate in local supplies.

... but I think we'd currently be really bad at this, because even if we allow unlimited data import, there's still so many other things we'd want from the wider world.

How do you even dress yourself without half the stuff being from the other side of the world?

... must pack tailors and seamstresses and people with the knowing of fibre arts...



So much human knowledge, how do you pack it all small?

Appreciation of interconnected specialisation rising...
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
So, I read a story where the Earth's entire colonisation effort was something like thirty women, and they were going to get implanted with preserved embryos on their first day there because they might be the whole hope of survival for the human race.

... which bothers me on several levels.

Read more... )

Obviously if everyone is women you do what the computer tells you and grow whatever was frozen well enough. Er, whoever.

How long would they keep up the Ladies Only plan?

I mean if the plan is to get as much genetic diversity as possible out of the frozen embryo stores in the ship and there's some kind of time limit on that, you'd want to make sure there's plenty of wombs to go around. Would you get everyone out in a single generation?

If you're aiming for ten thousand colonists, even if you have multiple births routinely and soak the risk, that needs a really big first gen pool. So you'd want to keep up the embryos plan for multiple generations, without losing any of the earlier generations. You could do that with donor sperm and embryos. Or with a lot of social stuff to make sure your great grandchildren are still interested in decanting old world people.


also one of the mathier pieces says "the consequences of the increased medical risks of late childbirth have not yet been considered." It wanted to stretch the generations on a generation ship by having kids around 40, but, wow is that a biggie to leave out of your math. I mean, your chances change substantially over time.

Read more... )

But only the first 200 would be volunteers who up front believe themselves willing to act that way. The future survival of the human race would depend on their reproductive behaviour. Their choices would be severely constrained.

And to get all the embryos out of storage in the shortest generations they'd need to get their daughters to act the same way. Which seems... unlikely.

Read more... )



Hard science fiction that sets out a space colony as that baby focused without thinking through how they're actually going to feed the babies is just bad.

I mean, maybe they all get pregnant before they've got a crop going on the grounds that if they starve to death it's all one anyway, but... no.



Also the science problem in the novellette I read was far less interesting to me than the social consequences of the background setup. Read more... )


I think one big factor for viable colony size calculations is something like, if we send people who act pretty much like people of that cultural background do, how many do we need?

Like, we'd need to include murder rates from somewhere.

You do not get perfectly behaved people. No matter how you filter them at the start.



And the cultural changes would be massive even in the first generation kids. I mean how many immigrants feel like they don't really understand their children?

And if the future of the human race depends on women's reproductive choices, it's kind of more likely to work if you start with what those choices *actually* tend to be. First gen you could filter for people that want big families - though not for people that want big families once they start having them and are surrounded by them - but second gen will do as they will.

How do you design a colony socially so it does what you need genetically?



Clue: you do not stick thirty women on a one way trip and keep them pregnant from the first month they get there.




Hard science needs to at least glance at soft science or it requires the ridiculous.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
It is Cleaner Day
so I have to be awake until there is a cleaner and they work and go away
but I do not have to like it.

I mean I like the part where things get clean
but
ugh, awake.




So post apocalyptic societies Read more... )


Economies have a lot of story in them. I know I go straight from post apocalypse economics to zombies and magic but it's plenty complex enough for plot without. Actually that's part of the appeal of magic, there's a rulebook and we can say what the effects are without multiple degrees, because it's all handwavium.

Except it wouldn't be once you had established parameters. Magic would be just another factor in a thriving economy.

It's easier to control the magic use by thinking of ways it just wouldn't do the thing, but it's more fun to try and see what it would do, if the thing got easy.



I still have to be awake some more but I don't think I'm having great insights.

I'll go do something else.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
Okay, so, in the fic I'm reading, it's actually really repetitive tell-not-show that's driving me nuts. I keep wanting to send them beta notes like 'pick three telling physical details and then get back to the plot' or 'you have mentioned they are evil, perhaps you wish to illustrate how?' or 'you said the exact same thing two paragraphs ago'. But that would be wrong, rude, and futile, so instead I rant to the internet.

So they've got a tiny world on the edge of the system that's borderline habitable and the corporations that rule the universe now are sending it food aid in quantities small enough two men can hand it out in an afternoon. Corporations are evil y'all. Eeeeevil. Evil. Just doing it for the PR and also did they mention evil?

Okay, but, this is a multi planetary solar system, not a... one stop sign town in a dried up ex mining valley. They've said the area was known for mining but this settlement wasn't. Okays. They've said there's a cutting wind on an otherwise hot planet, dust blowing and omnipresent dirt, and the ship has stopped to get parts from the junk yard. But they've also said they don't know why anyone settled there in the first place, and no one does know.

It's a terraformed planet with a breathable atmosphere. They're wandering around outside breathing air that can whip around the whole planet picking up dust. Those things aren't a dime a dozen, even in a populous galaxy. Is this a populous galaxy? Well they left Old Earth because it was all trashed and uninhabitable and now humanity is huddling on much less helpful planets. Great, stated that, now showing it, got the details all lined up, because now it isn't a planet nobody knows why they settled, it's a planet full of refugees who stopped somewhere they can breathe.

Read more... )

The observable details can build a picture, but it can't build a coherent economy when compared with the (endless) inner monologue of the guilt ridden captain giving the food out.

So either he's very wrong or you need a whole different set of details.

Read more... )
Presence of junk suggests a history, inner monologue stops people filling in the gaps about that history.



So, how does a marginally habitable planet demonstrate the evil of corporations? And the goodness of the crew visiting them?

Read more... )



Poor on a planetary scale means something a whole lot different than poor just down the road. Planets with breatheable atmospheres imply a whole stack of resources that just aren't that easy to get. Unless travel is so immensely cheap and easy they really can just skip to the next nicer one.



SF worldbuilding, it is complex.
beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
So say England was sending a colony on a one way trip to another planet. Say they send some Church of England dude to look after the colony. Would they treat it as a new parish or a new province? It's the difference between being the vicar and being the archbishop.

The colony might start out real small, like a church worth of people, but can a vicar promote himself if there's a country worth later?

... obviously the history of the church says that if the dude in charge wishes to make it so they can decide they're second only to God and just go :-p to... everyone. And marry who they want.

But I was just vaguely wondering what a proper organised Church of England decision would be, if they were thinking they would stay basically in charge. And the decision would be different if the colony was meant to get cut off, and it would all work out different if they went independent. So whatever the decision, it says a lot about how the Church back home views the project.

I've read books about trying to retain tax and mercantile control with a time lag of years between colonies, but how about religious control? You can't exactly turn up at the Synod and vote on things with a light lag between question and answer. Probably things would just fracture and turn into lots of new churches, but it seems unlikely an established church would actually plan on letting that happen. The Anglican Communion is already one answer to the fracturing forces of colonisation, but how much time lag could it handle?

... the have a Primates Meeting. I know what it means in churches, but it's still amusing, that primates are the boss.



I think I'm going to get bored before I come up with any decent answers, but it's still interesting questions.

Religion in space can get lots of interesting. Like, Muslims trying to do the pilgrimage thing, they'd have serious pressure to remain in contact with Earth and stay good at space travel, except it would take years or decades or generations to actually manage it. Or, Buddhists looking for a reincarnation, if that dude was going to go spread the dharma to another planet, they'd send people out on journeys to look for them but it would take so long the traveller might reincarnate while they're out there.

Making handwavey pronouncements about All Religions Ever, like saying they just kind of went away somehow, or having space bishops in charge of space clerics and doing shooting, it's okay for forty minutes at a stretch, but it's not exactly how human history has worked thus far and makes for a very shallow future. Organisation is complicated and mostly tries to not change very much at once, and if it does make a giant change all at once it's still going to try and use concepts familiar to the revolutionaries.



... mostly I've been wondering how to get one character addressed as 'Your Grace', because I like the word, and then there was wiki surfing.

Humans make complex twirly dances out of everything.

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beccaelizabeth: my Watcher tattoo in blue, plus Be in red Buffy style font (Default)
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