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Trader to the Stars by Poul Anderson

Trader to the Stars by Poul Anderson

oie_221517P0i26eYZI have no idea which Poul Anderson book I picked up first. It might have been The Winter of the World or Hrolf Kraki’s Saga. Whichever it was, I enjoyed it. It was enough to get me grabbing books at random from the big stack of his work my dad had bought. I’ve read a ton of his books, but with nearly seventy novels and sixty short story collections to his name, I still have plenty to go.

I’d venture a guess that Poul Anderson, multiple Hugo- and Nebula-winner, is probably better remembered for his fantasy than for his science fiction. Since his death in 2001, it seems his fantasy writing, the seminal swords & sorcery novel The Broken Sword in particular, has acquired a much greater reputation than his sci-fi.

While he wrote many standalone sci-fi novels, a large number were part of a specific future history. The Technic Civilization covers humanity’s spread across the stars, beginning, chronologically, with the story “The Saturn Game” set in the year 2055 and ending with “Starfog” in 7100. The majority of the stories take place during the second half of the third millennium and feature Falstaffian merchant prince Nicholas van Rijn, his agent David Falkayn, or Imperial secret agent Dominic Flandry.

Anderson’s future history stories are a mix of pulp space opera and hard sci-fi. At the heart of many of the stories is an explicit scientific conundrum that needs to be answered. Each puzzle, though, is couched in adventures with alien barbarians, enemy planets, or galactic empires.

Trader to the Stars (1964) collects three van Rijn adventures, “Hiding Place,” “Territory,” and “The Master Key.” Each features van Rijn working out evolutionary puzzles, usually in the face of some grave danger and always in hopes of making a profit. The first two throw the trader into the middle of danger, while the third lets him, Nero Wolfe-like, get to the bottom of a native uprising from the luxurious surroundings of his penthouse.

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Breaking Into Comics as a Writer: Mucho Opportunities

Breaking Into Comics as a Writer: Mucho Opportunities

Fantastic Four Ego the Living Planet-small

I knew I wanted to be a writer basically when I learned how to write in English. That might have been as young as grade two, but certainly by grade three (I was in immersion school so we learned to read and write in French first).

My mother gave me my first four comic books in the summer between grades four and five, and I remember making plans with my best friend Eric (who liked to draw) about us making comics together.

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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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I’ve Got You Covered

I’ve Got You Covered

Frank Frazetta The Death Dealer

In my last post I took a look at SF cover art, and how the fashion in covers changes over the decades. As with fashion in clothing or hairstyles, you can make a pretty accurate guess about time periods and genres just from a book’s cover. Whether you’re influenced in your purchases by that cover is a personal thing. In the spirit of leaving no stone unturned, today I’m looking at Fantasy cover art.

Since I’m a writer and not an art critic, I avoided discussing the work of any particular SF artist – I was looking at how covers change, not how an artist evolves. However, I don’t think we can talk about Fantasy cover art without at least a brief look at Frank Frazetta. In a way, his covers are the perfect example of what I’m talking about. When you look at a Frazetta cover, you know what time period, and what genre you’re looking at.

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March Short Story Roundup

March Short Story Roundup

oie_2535049EywGcOBUIt’s roundup time again, folks. This past March we were treated to two stories from Curtis Ellett’s Swords and Sorcery Magazine and a trio from Adrian Collins’ Grimdark Magazine. Some I liked, some not so much. Without further jib jab, I’ll start the reviews.

Swords and Sorcery #62 opens with “The Sword Over the River Thar” by Bryan Dyke. It’s a thoughtful and introspective tale of a reluctant soldier looking back over his childhood and his own wartime experiences. There are many fine moments in the story, some quite moving. Unfortunately, the story suffers from moments of weak prose, including an overreliance on the word portal. References to such disparate elements as hoplites, barons, elves, and the distinctly Anglo-Saxon-sounding placename Norwich, make the setting feel ramshackle. I hope to be of service by pointing these things out. This is Dyke’s first published story and there is far more than the germ of a good story on display here. I hope to read more by him in future.

In the past, most recently in December’s roundup, I have been harsh towards the stories of Jeffrey Scott Sims. I have found them to be in possession of solid plots wrapped in clunky, faux-archaic prose. So I was surprised when I found myself quite enjoying his new story, “A Sojurn in Crost.” Bereft of supplies, stranded in enemy territory, “Lord Morca, wizard and warrior of ancient Dyrezan” and his battle-tiger, Treenya, are making their way to the coast and safety when they come across the town of Crost. There’s little mystery to what’s going on in this quite familiar story, but Sims spins his yarn with enough conviction to overcome any staleness. Sims’ style remains similar to that of his previous tales of Dyrezan but is deployed with more control and concision.

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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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My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

My Favorite Game: Mount and Blade/Warband – Part Two: Playing the Game!

warband_Troops

Okay – hopefully you read Part One of my look at Mount and Blade/Warband. If so, you’ve got an idea of what the game is about and got a taste of the combat portion. Now it’s time to look at the shiny parts of the game: selecting, fighting with and leading your band of warriors to conquer your foes!

 Troop Combat

I LOVE troop combat. Throughout the game, you are building up your band with cavalry, infantry and/or archers. You start out solo and begin recruiting with the first quest. I’m not sure what the maximum band size is, but I’m at 249 in one of my current games (it went way up from just over 100 when I started my own Faction). And I have over 300 more soldiers garrisoned in cities and castles I control, some of which I can draw upon to change the makeup of my band.

On the map, you can choose whether to encounter other units or try to avoid them (they may chase you down, though). If they are hostile, you can choose to fight, pay them off or surrender. Usually, you’re looking for trouble and you fight.

At game start, you can choose to allow quitting without saving, or to require saving before quitting. If you decide on the latter, if something bad happens, you’re stuck with it. You can’t just quit and reload: no do-overs. And bad things happen a lot. If you are defeated, you can lose your current band and have to start over. I don’t play hardcore. If you do, pick your fights VERY carefully.

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The Pride of Chanur by C.J. Cherryh

The Pride of Chanur by C.J. Cherryh

oie_172136AgOgCew8My first encounter with C.J. Cherryh was in Merchanter’s Luck, a short, action-packed story set in Cherryh’s super-dense Alliance-Union Universe. While the plot could have been drafted by any number of skilled space opera purveyors, I’d never before encountered one who wrote with Cherryh’s level of near contempt for explaining things to the reader. She writes in what she’s variably called  “very tight limited third person” and “intense internal voice.” This means characters only think or talk about what actually interests them. Descriptions will not be forthcoming when a character is observing what is commonplace to him. Exposition, well, don’t count on her books having much.

While Merchanter’s Luck, with its thrilling races through hyperspace and deadly mysteries, is quite good, what made me a lifelong fan of Cherryh is a slim volume from 1982, The Pride of Chanur. The title refers to the merchant ship of the same name, one of several operated by the Chanur clan. The Chanur are hani: an alien, leonine race of which only females travel into space, the males being considered too violent and psychologically unstable. The title takes on a second, humorous meaning when the crew of the Pride find themselves harboring and protecting a lone human male.

Since then, I’ve read Pride and its sequels three or four times. They are among the very best space opera stories I have ever read. Cherryh’s writing demands you keep up and are as willing as her heroes to leap into the dark of the cosmos at times. The payoff is a tale of incredible thrills in a highly complex and believably detailed universe.

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A Cybernetic Detective in a Futuristic Japan: Ghost in the Shell

A Cybernetic Detective in a Futuristic Japan: Ghost in the Shell

Ghost In The Shell banner-small

I prepared myself before going to see Ghost in the Shell, expecting an overly simplistic story full of action that vaguely resembled the 1995 anime release of the same title. Fortunately, my expectations were wrong.

Just to set some background: the franchise began with a manga titled The Ghost in the Shell, written in 1989 by Masamune Shirow (a pen name for Masanori Ota). It was later adapted as 1995 film with the same name (directed by Mamoru Oshii) and a subsequent anime series (Ghost in the Shell: Stand Alone Complex, one of my all-time favorite anime series).

The 1995 film is a really intriguing story, taking a closer look at humanity and robotics in a gritty, futuristic Japan. It took me a couple of viewings to understand everything; the story comes fast, as do the fantastic action sequences. It inspired the Wachowskis with The Matrix film series, and you can see some direct correlations between certain scenes.

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A Babe in the Woods: Derek’s Literary Adventures in New York

A Babe in the Woods: Derek’s Literary Adventures in New York

Sheila Williams speaking at Asimov’s 40th Anniversary Celebration in Manhattan-small

Sheila Williams speaking at Asimov’s
40th Anniversary Celebration in Manhattan

For those of you who don’t know, Asimov’s Science Fiction Magazine turns 40 years old this spring, and a celebration was held at a New York book store. Asimov’s invited its writers and I finally, finally used this as my excuse to visit New York!

I’ve traveled lots of other places, but I’ve never been to the home of Spider-Man,  Dr. Strange, Saturday Night Live, and *all* the crime shows ever!

Like a lot of non-Americans, I’ve also been hesitant to cross the border more recently, in part because I have friends who might not be able to do so anymore, and in part because I wasn’t sure how I’d be treated.

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