30 March 2022

Doctor Who: "In-Between Times"

Doctor Who: The First Doctor: In-Between Times

Published: 2018
Acquired: September 2018
Read: November 2021

Writer: Paul Cornell
Artist: John Stokes

This five-page comic was originally given away with Titan's 2018 Doctor Who comics Humble Bundle; at the time, it was billed as an exclusive, but the cover/first page (see right) was clearly composed for the The Seventh Doctor: Operation Volcano collection, which came out shortly thereafter, so that was a bit of a fib.

It's written by Paul Cornell, being one his four or five last-ever Doctor Who stories [note: link is to a members-only forum, though anyone can join it], and illustrated by John Stokes, who's one of those folks acclaimed as a classic British comics artist that I only know from their forays into American franchise work: The Transformers, L.E.G.I.O.N., The Sandman Presents, Starman, and so on. (He's worked on five things I've written up on this blog, but I haven't mentioned him in any of my write-ups, so I assume he must have been a minor contributor in each case.) 

Well, it's solid stuff; had this actually been Cornell's last Doctor Who work, it would have been a good one. It's set in the 1963-64 season, with Ian and Barbara wandering around the TARDIS at night, at first alone, and then with Susan and the Doctor. It's a charming glimpse into the characters of everyone involved; Cornell and Stokes both do a great job of capturing the voices, likenesses, and personalities of the original TARDIS team. Stokes's black-and-white work reminds me of the early DWM era, which is of course a good thing. Cornell does that thing he likes to do, where he establishes a later Doctor's catchphrase was originally said by an earlier Doctor in slightly different form; in this case he adds a "Billy fluff" to it! The Doctor claims, "Asleep?! Eh?! Sleep is for butterflies -- and, I mean to say, tortoises!" Bit of a groaner, but I dug it.

I read an issue of Titan's Doctor Who comic every day (except when I have hard-copy comics to read). Next up in sequence: The Seventh Doctor: Operation Volcano

28 March 2022

Doctor Who Free Comic Book Day 2018

Doctor Who Free Comic Book Day 2018

Published: 2018
Read: November 2021

Writers: Nick Abadzis, John Freeman, George Mann, Jody Houser
Artists: Giorgia Sposito & Arianna Florean, Christopher Jones, Mariano Laclaustra, Rachael Stott

Colorists: Marco Lesko, Carlos Cabrera
Letterers: Richard Starkings and Jimmy Betancourt

This Free Comic Book Day offering contains three-and-a-half stories, only one-and-a-half of which have been collected, so I picked it up. It's a weird artifact, in that when it came out, Titan clearly planned to do some stuff it never actually got around to doing; instead, it massively shrank its output when it began its Thirteenth Doctor comic.

It begins with "Catch a Falling Star," a twelfth Doctor story that picks up from the end of The Good Companion, showing Gabby being picked up out of the time vortex by a later incarnation of the Doctor than her own. Mostly it's recap and set-up, one assumes so that people could jump on with the new twelfth-Doctor-and-Gabby comics that the closing caption promised with its "THE ADVENTURE CONTINUES THIS NOVEMBER!" But November 2018 saw no such comics released, nor did any subsequent Novembers, even though Abadzis wrote the scripts. It's cute, though; I always like it when Florean draws Gabby's diary.

It continues with "The Armageddon Gambit," a slim story that serves as an utterly nonessential prologue to Operation Volcano, Titan's seventh Doctor miniseries... but at least that actually came out! Interestingly, it's by John Freeman, editor and occasional writer of the DWM strip during the era the comic seeks to recreate. This is actually collected in the Operation Volcano trade paperback, so you can read it there.

It ends (kind of) with "Midnight Feast," an eleventh Doctor story that offers some faint amusement. This story ends with "THE ELEVENTH DOCTOR WILL RETURN!" He never really did, appearances in The Road to the Thirteenth Doctor and The Many Lives of Doctor Who aside.

It actually ends with "And Introducing...", a one-page three-panel strip where the thirteenth Doctor gets out of the TARDIS, by the Thirteenth Doctor creative team. Not sure if it really needed a writer, but I guess someone had to write "VWOORRRP" down so the letterer knew to put it on the page.

So, overall, a bit of a curio, but if you were invested in Gabby's story from the Tenth Doctor comics, it's definitely worth a few minutes to read what turned out to be the end of her adventures.

I read an issue of Titan's Doctor Who comic every day (except when I have hard-copy comics to read). Next up in sequence: The First Doctor: "In-Between Times"

25 March 2022

The Return of the Conference

I'm horrendously behind, so I shouldn't be writing this.

The reason I am horrendously behind, though, is worth celebrating, so I am trying to write this quickly in a fifteen-minute lull while I wait for a student.

Last week, I attended my first academic conference in three years.

It was my Spring Break in 2020 when news of the coronavirus really began to spread. I was supposed to be writing my paper for the Nineteenth-Century Studies Association's 2020 conference, but I was having trouble focusing. I was hanging out with two friends who were supposed to be writing their papers for the 2020 International Conference on the Fantastic in the Arts, but had decided to not go because of COVID. Should I be not going myself? Soon the decision was taken out of my hands; NCSA was cancelled. Eventually it would be rescheduled for 2022.

There have been virtual conferences and such, but I have had little stomach for the idea of more Zoom sessions, so I haven't been to a conference since NCSA 2019.*

Some academics like to complain about conferences, or dread them, but I really like them. They have much of the good bits of academia with the bad bits: you get to hear smart people talk about interesting things, and you yourself get to talk about things that your students and colleagues don't really care about in general. I feel like at this point, I am a very good presenter, to be honest, and it's fun to get to talk about (say) George Eliot and Charles Kingsley and Positivism for fifteen minutes. (Twenty would have been nicer!)

NCSA has become my home conference, I guess. It has a very laid-back, friendly vibe. It's not too big or too small. It doesn't seem to attract the kind of people who spend more of their presentations discussing theory than primary sources. It is interdisciplinary, attracting literary scholars, historians, art historians, and musicologists who work on the nineteenth century in America, the UK, Europe, and beyond, and thus causing me to learn interesting things about thing I would not have ever thought about, such as Parisian graveyards in the post-Napoleonic era. Its schedule is very humane.

This was my fourth time attending. Usually I go with my grad school friends Christiana and Kim, but neither could make it this year, which I will admit had me nervous! But I think it is probably the first conference I have gone to without a close friend where I still managed to eat every meal with someone else, and never felt isolated or adrift. There are several people I have seen at NCSA repeatedly now, and several more I hope to see again. I missed getting to catch up with old friends, of course, and I hope it doesn't become an issue next year, too.

Bring on NCSA 2023 in Sacramento!

* Funnily enough, I actually attended five conferences from March 2018 to March 2019: NCSA 2018, ChLA 2018, SFRA 2018, NAVSA 2018, and NCSA 2019. I guess this makes up for my ensuing conference desert.

23 March 2022

Emperor of the Daleks (From Stockbridge to Segonus: A Doctor Who Magazine Comics Marathon, Part 20)

 Emperor of the Daleks: Collected Comic Strips from the pages of Doctor Who Magazine
by Paul Cornell, Lee Sullivan, Warwick Gray, John Ridgway, Dan Abnett, et al.

Collection published: 2017
Contents originally published: 1992-95
Acquired: December 2018
Read: November 2021

Now we're knee-deep in the Virgin New Adventures: this volume weaves in and out of them, with companions coming and going and changing, with little explanation. The strips in Evening's Empire at least had some explanatory footnotes, but if you don't know why Ace is suddenly wearing sunglasses and leather... too bad for you! This volume also embraces the style of the NAs a bit, with lots of seventh Doctor masterplans that the companions moan about. On the other hand, every story here bar one features an old villain from the tv show, which does not feel very NAish to me—nor, actually, very DWMish.

We also see a new regular writing stable emerge: Paul Cornell and Dan Abnett continue on, but Andrew Cartmel is gone, seemingly replaced by Warwick Gray. Lee Sullivan, Colin Andrew, and (thankfully) John Ridgway dominate art.

Pureblood, from Doctor Who Magazine #193-96 (Nov. 1992–Feb. 1993)
story by Dan Abnett, art by Colin Andrew and Colin Howard, letters by Annie Parkhouse and Peri Godbold
The Doctor and Benny come up against a Rutan plot to use a group of pre-cloning Sontarans (isolated from the rest of the species) to destroy the Sontaran species. I found it interesting to see Sontarans as a group to be defended, something the tv show rarely does with its alien monsters, but they really are the victims here. It's decent stuff, undermined by a pretty contrived scene where Benny gets the Rutan to spill its entire plan and admit that the "pureblood" Sontarans are going to die as soon as the Rutan have finished using them, which felt a bit kids' tv to me.

This is, of course, the comic strip debut of Professor Bernice Surprise Summerfield, who had recently become the Doctor's companion in Love and War. I was going to comment that the companion appearing out of nowhere is a thing DWM strip readers should be used to... but then I realized that's not actually true. New Doctors might appear without explanation, but in the previous decade of the strip, K9 is the only companion to appear without an introductory story. Obviously strip-original companions Sharon, Frobisher, and Olla all got introductions, but when Peri and Ace made their DWM debuts, in both cases, the strip maintained its own continuity by doing a story that brought them aboard the TARDIS, even if in both cases, it was back aboard. So Pureblood is actually the first time in DWM history a companion appears without explanation... which is a bit odd, as DWM readers were much more likely to have seen Planet of Fire and Dragonfire than read Love and War. I am not sure why this books-centric approach was taken, given the extent to which the strip had previously been determined to carve its own way, sometimes acting as if even the tv programme didn't exist! I don't know if it bothers me per se—I know well who Benny is by this point, so it's not like I was thrown—but it does kind of ruin the conceit of the DWM strip as a standalone narrative. Not even a helpful footnote to explain who she is!
from Doctor Who Magazine Winter Special 1992
Flashback, from Doctor Who Magazine Winter Special 1992
script by Warwick Gray, art by John Ridgway, letters by Alan O'Keefe
Not even John Ridgway can save this rather uninteresting plod into the supposed history of the Doctor and the Master.
Emperor of the Daleks! / ...Up Above the Gods..., from Doctor Who Magazine #197-202 (Mar.-Aug. 1993) and #227 (July 1995)
plot by Paul Cornell and John Freeman, scripts by Paul Cornell and Richard Alan, art by Lee Sullivan, letters by Annie and Starkings, colour by Marina Graham
Cornell, Freeman, and Sullivan provide a six-part Dalek epic that brings back Abslom Daak and the Star Tigers, and also plugs in between Revelation and Remembrance of the Daleks on screen, establishing how Davros went from prisoner of the Daleks to emperor of his own Dalek faction. It's fun, but it's not really about anything: this doesn't tell us anything about the characters involved, it doesn't really have any interesting themes. Daak's love dies for good finally, but it's not like it's a story about dealing with loss (I think Cornell could write a good one, but he's not trying to); it's more interested in plugging a continuity gap, but one never feels like the Doctor's manipulations might go awry. Still, it has its moments: I liked the sixth Doctor's role in the story, and Daak himself is always fun of course, and Lee Sullivan is the man you want if you want armies of battling Daleks. His reveal of Davros on top of the ice pyramid is excellent stuff.

I violated my usual rules (reading the strips in publication order within each volume) by reading the interquel story written two years later, ...Up Above the Gods..., between parts 2 and 3, where it would fit for the sixth Doctor and Davros. This had the effect of reducing the mystery somewhat, but it was kind of interesting. The story itself is fine; I think it would be fun to listen to Colin Baker and Terry Molloy perform this.
from Doctor Who Magazine #203
Final Genesis, from Doctor Who Magazine #203-06 (Sept.-Nov. 1993)
story by Warwick Gray, art by Colin Andrew, letters by Janey Rutter
The Doctor, Benny, and Ace cross over to a parallel universe where ...and the Silurians went much better, and the Doctor forged peaceful coexistence between humans and Silurians. I like that basic idea, but the story doesn't do much with it: swap all the Silurians here for humans, and it would pretty much be the same story; the villain is a very generic mad scientist.

Ace is suddenly back, again without explanation, and she's a bad-ass space solider. I think the awkwardness of this is less forgivable than Benny's non-introduction.
Time & Time Again, from Doctor Who Magazine #207 (Dec. 1993)
story by Paul Cornell, art by John Ridgway, letters by Janey Rutter, colours by Paul Vyse
DWM's 35th-anniversary story is a fun one, probably my favorite story in this volume. It's pretty simple: the Doctor has to find the Key to Time again, only each segment is hidden in the Doctor's own history. So we get a series of quick one-page encounters: Benny in the Land of Fiction, Ace sword-fighting the third Doctor, the seventh Doctor fishing with the sixth, Ace watching the cricket game from Black Orchid, and so on. It's nostalgic, but also a bit cheeky, which is a good balance to hit. I particularly liked the development of the relationship between the sixth and seventh Doctors from Emperor of the Daleks!; I can't think of another time Doctor Who has done something like this.

I will say that though I do love John Ridgway, he's not great with likenesses, so I don't think this plays to his strengths.
from Doctor Who Magazine #210
Cuckoo, from Doctor Who Magazine #208-10 (Jan.-Mar. 1994)
script by Dan Abnett, art by John Ridgway, letters by Janey Rutter
I think there's a good idea here that doesn't come off. The Doctor takes Benny and Ace to see a famous nineteenth-century woman paleontologist, clearly a fictionalized Mary Anning, only he wants to stop her from discovering something. But she's barely in the story, and her main contribution is to run off crying when a man is mean to her. I like the idea that Ace and Benny are disappointed with the Doctor's treatment of her... but she hasn't even been in the story yet when they get mad. This would work better if we met her and saw her discovery, and then the Doctor revealed his plan to undermine it.

I don't think Ridgway does a very good Benny, and his Ace has been better, too. On the other hand, I feel like this was the first Benny story where I could imagine Lisa Bowerman reading the lines. The scratchy lettering for the alien requires way too much work to read.
from Doctor Who Magazine #211
Uninvited Guest, from Doctor Who Magazine #211 (Apr. 1994)
script by Warwick Gray, art by John Ridgway, letters by Simon Weston
I think that after the Sontarans, the Master, the Daleks, the Silurians, and the Black Guardian, we probably didn't also need the Eternals, but this is the best returning-villain story in the book: a neat, creepy tale, which really plays to Ridgway's strengths. The Doctor at his most dangerous and most potent, using time itself as a weapon. I liked it.
Stray Observations:
  • These days, once every couple years some writer reads Paul Cornell's Bernice Summerfield character description and remembers she's supposed to be amazing at reading body language, and so some audio drama plot point will suddenly hinge on this. I always find it unconvincing. But it happens twice in this volume, so it's a venerable tradition!
  • The art of part 2 of Pureblood is credited to Colin Howard. Is he the same guy as Colin Andrew, or did someone get confused? Or did he draw just a single part!? I'm guessing confusion is the root cause here: there is a Colin Howard that drew some DWM covers, and I can't find any evidence he produced interior comics art other than this.
  • I buy the way Cornell brought Daak back, but the retcon for why the Star Tigers aren't dead is pretty unconvincing. They were definitely dead back in Nemesis of the Daleks, so the "oh you didn't have time to check the bodies thoroughly" excuse doesn't quite wash. Still, I felt that story did them dirty, so I appreciate the retcon's intent, though they didn't do a ton in this crowded story.
  • This is, I believe, Daak's last DWM story. Emperor of the Daleks! ends Daak's obsession with Taiyin, which Titan would ignore when it brought back the character two decades later.
  • Emperor of the Daleks! part four is the first all-color DWM strip. I get it was the 200th issue, but I'm not sure it was the best choice.
  • As someone who just read The Daleks from TV Century 21 last month, I appreciated that Cornell's Daleks kind of felt like those ones at times; I wish he'd leaned into it more, actually.
  • This volume is the end of an era (after this, the DWM strip takes a very different approach), so it represents the last DWM work of a lot of people. ...Up Above the Gods... is, I think the last DWM writing of Richard Alan, a.k.a. Richard Starkings. I'm not sure if he continues to letter for the mag or not; I guess I'll see. Since writing for DWM, he's also wrote one comic for IDW, collected in Through Time and Space. Paul Cornell doesn't write for DWM again, either, but goes on to write much more Doctor Who, including more novels, comics for IDW and Titan, and of course several tv episodes. He also goes on to have a real non-Who comics career, including Captain Britain and MI13 for Marvel and Action Comics for DC. John Ridgway also finishes as a regular DWM artist here; I'm not really sure what he did post-DWM, except that he illustrated Cutaway Comics's recent Omega miniseries.
  • Final Genesis does make sure to give us that NA staple, a journey into someone's mind, and even namechecks good old "puterspace."
  • It's interesting seeing all these pre-Lisa Bowerman illustrations of Benny. I like how Colin Andrew draws her, but she doesn't really look like my mental model of the character. I also struggle to imagine Bowerman performing some of this dialogue.
  • from Doctor Who Magazine #207
  • In his notes, Cornell claims that the fishing sequence in Time & Time Again is that one that precedes The Two Doctors... but Frobisher is there! Does this suggest that Frobisher's run of DWM strips is interspersed with Peri's tv episodes? Seems convoluted if so. If Peri and the Doctor leave Frobisher behind when they go to Space Station Chimera, they must come back for him later in time for The World Shapers, then drop him off again for The Trial of a Time Lord.
  • Also, what's with the little robot fishing with Frobisher?

This post is the twentieth in a series about the Doctor Who Magazine comic strip and Marvel UK. The next installment covers The Sleeze Brothers File. Previous installments are listed below:

  1. The Iron Legion
  2. Dragon's Claw 
  3. The Transformers Classics UK, Volume One
  4. The Tides of Time
  5. The Transformers Classics UK, Volume Two
  6. Voyager
  7. The Transformers Classics UK, Volume Three
  8. The World Shapers
  9. The Transformers Classics UK, Volume Four
  10. The Age of Chaos
  11. The Transformers Classics UK, Volume Five
  12. A Cold Day in Hell!
  13. Death's Head: Freelance Peacekeeping Agent (part 1)
  14. Nemesis of the Daleks
  15. Death's Head: Freelance Peacekeeping Agent (part 2)
  16. The Good Soldier
  17. The Incomplete Death's Head
  18. Evening's Empire
  19. The Daleks

21 March 2022

Doctor Who: A Confusion of Angels by Richard Dinnick, Francesco Manna, and Pasquale Qualano

  Doctor Who: The Twelfth Doctor: Time Trials, Vol 3: A Confusion of Angels

Collection published: 2018
Contents originally published: 2017-18
Read: November 2021

Writer: Richard Dinnick
Artists:
Francesco Manna and Pasquale Qualano

Letters: Richard Starkings and Jimmy Betancourt

Like Dinnick's previous The Twelfth Doctor: Time Trials volume, this one is an over-egged continuity pudding. Like in that volume, he starts with two things that do kind of go together: the Weeping Angels and the Heavenly Host (from "Voyage of the Damned") are both angelic villains. But also like The Wolves of Winter, it just keeps adding stuff, because then we have the Judoon, and then also Margaret Slitheen, and I'm not really sure why, as nothing really goes together, and everything is done short shrift. I found it all pretty dull.

On top of that, the artists seem to be phoning it in, down to using the bridge of Star Trek's USS Voyager, complete with a prominently displayed Intrepid-class MSD! Slapping a Photoshop filter on it just isn't enough, dudes.

I read an issue of Titan's Doctor Who comic every day (except when I have hard-copy comics to read). Next up in sequence: Free Comic Book Day 2018

18 March 2022

Reading L. Frank Baum's The Life and Adventures of Santa Claus Aloud to My Son

 The Life and Adventures of Santa Claus by L. Frank Baum, illustrated by Mary Cowles Clark

So here we are, reading Little Wizard Stories of Oz in the run-up to Christmas, and out of nowhere my son turns to me and says, "Is there an Oz book about Christmas?"

Originally published: 1902
Read aloud: December 2021

Well, as a matter of fact... kind of! As I said when writing up Little Wizard Stories, I kind of harbored ambitions of reading Baum's Oz-adjacent fantasies to him, but never did I imagine he would give me such an opening! In 1902, after The Wizard of Oz but before the Oz books became a regular thing with The Marvelous Land of Oz, Baum wrote The Life and Adventures of Santa Claus. The book features the Forest of Burzee, also mentioned in Queen Zixi of Ix and which appears on the Oz map that first appeared in the Tik-Tok of Oz end papers; the Nome King, who would later of course appear in Ozma of Oz and many others has a small appearance; and this version of Santa reappeared in The Road to Oz. So though, no, there was no Oz in this book, the book took place near to Oz, and connected to Oz, I established at great pains, even showing my son an Oz map and pointing out where Burzee was.

He was game for it. I did look into upgrading my copy, but though there is a Puffin edition out there that is probably nicer than my undated (but probably from 1986) New American Library edition, it didn't seem like it would be so much nicer that it would be worth the outlay.

Baum has a different style here than he does in the Oz books: less straightforward, more consciously old-fashioned. While most of the Oz books are what Farah Mendlesohn would call portal/quest fantasies, this one is more of an immersive fantasy. (Or if it is a portal/quest fantasy, it's about someone from the magical world going on a quest in our world.) This means we don't have a viewpoint character like Dorothy or Trot or even Tip or Ojo who doesn't understand the magical world; I wasn't always sure how much my son was getting out of it, though I did my best to slow down and explain things. He was very into it; we raced through chapters while traveling back to Ohio for Christmas.

The book seeks to explain the cultural mythos around Santa: why does he travel the world giving out toys, why does he have reindeer, why can he live forever, how can he go so fast, where do Christmas trees come from, why does he go down chimneys, why do we hang stockings. Baum isn't interested in real history; he clearly takes the current version of Santa and extrapolate backwards. So we learn that in fact Santa invented the concept of the toy! It's a little goofy but I liked it, and book takes place in a sort of non-place, a vaguely European pre-modern environment. (In the Tik-Tok map, the Forest of Burzee is right across the Deadly Desert from Oz, but that is an awkward fit with what we hear here, where it is clearly surrounded by nonmagical lands.) Like Baum was very consciously aiming to do with Wonderful Wizard, it's a fairy tale for the twentieth century, but in a very different way.

It does read a bit off to the modern reader, though, because some elements of the Santa Claus mythos were not yet codified in 1902; Thomas Nast placed Santa at the North Pole in the late nineteenth century, but that must not have been a given yet as of 1902, because Baum's Santa lives in the Laughing Valley of Hohaho. This bothered my son, but he ended up deciding that Santa must move to the North Pole later. Similarly, though Baum uses the idea from Clement C. Moore's "A Visit from St. Nicholas" that Santa's sleigh was drawn by a team of reindeer, he uses a different set, with ten: Flossie and Glossie, Racer and Pacer, Reckless and Speckless, Fearless and Peerless, and Ready and Steady.

The Nome King is a much friendlier fellow than the one from the Oz books. This is easy enough to explain (he would have been perfectly nice to the Oz characters if they hadn't wanted to rescue the Royal Family of Ev from him), but what is less easy to explain is that he has children! The Oz wiki suggests that this Nome King is the father of Roquat, the Nome King from the Oz novels.

It was fun to revisit the book; it has a certain charm. But it has less dialogue than Oz novels, with lots of exposition about Santa's life, and was thus less enjoyable to read aloud, especially to a three-year-old. But hey, having now established the precedent than an Oz book didn't actually have to have any Oz in it, my plans to expand our reading would be easier to implement... but more on that in a future installment...

16 March 2022

James Bond 007 in Quantum of Solace by Ian Fleming

Quantum of Solace: The Complete James Bond Short Stories by Ian Fleming

Whoever holds the Bond novel rights typically republishes the appropriate Fleming novel when a film adaptation comes out—if one is available. When Quantum of Solace came out, the complication was that "Quantum of Solace" was a short story, not a novel, and that it was already part of the collection For Your Eyes Only. In 2008, Penguin solved this issue by taking both Bond collections, For Your Eyes Only and Octopussy & The Living Daylights, and combining them to make Quantum of Solace: The Complete James Bond Short Stories. I dutifully picked it up even though I had already read all the contents because it featured a new cover by Richey Fahey matching the design of his gorgeous covers for the previous fourteen books... although because Quantum of Solace was only published by Penguin US, and my copies of the previous fourteen were the Penguin UK editions, its height is slightly taller than the other ones, and so it doesn't really match at all. Oh well.

Collection published: 2008
Contents originally published: 1960-65
Acquired: May 2021
Read: June 2021

I don't have much to say about this that I didn't about the constituent parts. Fleming was a good short story writer, perhaps a better short story writer than he was a novelist. I read in detail the stories I remembered liking ("From a View to a Kill," "For Your Eyes Only," "Quantum of Solace," "Octopussy," "The Living Daylights"), and liked them again this time around. I didn't waste my own time and only skimmed the ones I remembered not being very into ("Risico," "The Property of a Lady," "007 in New York"). There was one I remembered liking last time but couldn't get into this time ("The Hildebrand Rarity"); I guess because it's kind of complicated and I wasn't in the mood for complicated.

I will dutifully watch the film adaptation (though I am behind; as of this writing I still haven't even watched The Man with the Golden Gun) even though I know it has nothing to do with this book! I wonder what film fans who picked up this edition in 2008 thought. I wonder if it will be mined for more titles. Possibly: I can't imagine "Risico" or "007 in New York" being used, but "The Property of a Lady" seems Bondian enough, though it would have to have a new plot, as that story's essentials were already used on screen in Octopussy.

I read a James Bond book every four months. Next up in sequence: nothing!

Book Rankings (Final):

  1. Casino Royale
  2. On Her Majesty's Secret Service
  3. Dr No
  4. Thunderball
  5. Moonraker
  6. For Your Eyes Only
  7. From Russia with Love
  8. The Spy Who Loved Me
  9. Quantum of Solace
  10. Octopussy & The Living Daylights
  11. The Man with the Golden Gun
  12. You Only Live Twice
  13. Live and Let Die
  14. Goldfinger
  15. Diamonds are Forever

14 March 2022

How to Talk So Little Kids Will Listen by Joana Faber & Julie King

How to Talk So Little Kids Will Listen: A Survival Guide to Life with Children Ages 2-7
 by Joana Faber & Julie King

Our eldest son (two years and eleven months old as of the time I am writing this, some months before it will be posted) has been having some issues with causing physical harm-- biting other kids at daycare, along with kicking and scratching and sometimes throwing. He also does it to us, and to his little brother. I picked this book up from the library because it seems to be well regarded and I think broadly fits with our parenting philosophy.

Published: 2017
Read: May 2021

It's a well written book. There's a general overview of their approach in the first part, which alternates their principles with examples of them in action from either the authors' own experience or from parents in workshops they ran. The book is engagingly written and never dry. The second part then focuses on specific areas, so you can just read the ones that are relevant to your own experience.

The general principle of the book is that you work with kids by acknowledging their feelings. So if your kid is angry that they can't have a cookie, don't minimize that or try to explain why they can't, just agree with them. "Ugh, that's so frustrating!" You also express your feelings strongly, but in ways that are directed at the deed, not the doer: "I don't like to see little kids getting pushed!" not "Don't push your brother!" They also have this idea of problem solving, where you work with the kid to figure out a solution at a point where they are calm, so you can head off the behavior in the future.

Like all advice books, the proof is in the pudding. Does following the advice accomplish what it is supposed to? I am writing this about a month in, and my answer thus far is "I am not sure." Acknowledging feelings on its own doesn't seem to work much on Son One. I'll say, "You're feeling very frustrated right now!" and he'll reply, "Don't say that!" Part of this might be on me: I don't think I am good at matching emotion with my voice, and my voice often carries a "but" in its tone even if I don't say one aloud. So I am working on it. One way they suggest of acknowledging is giving the child what they want in fantasy. I don't think Son One quite gets this yet, so when we go, "What if you got to eat all the cookies?" he thinks it is going to happen! But one tool they suggest for fantasy is drawing, and this has been effective: you draw cookies on a piece of paper with him, and that often defuses things.

They are anti-time-out. I am not sure their alternatives are working on him... but it didn't seem to me that time-outs were working either, so I guess we are no worse off.

One thing that feels like a contradiction to me is that they talk about 1) acknowledging feelings, and 2) being consistent with that by expressing your own desires in terms of feelings. So if you say, "I get angry when I see little kids get hurt," your kid knows what that means because of how you've talked to them about them being angry. The problem I see here is that your kid never gets what they want when they are angry... but ideally you the parent do. Why should their frustrations go unfulfilled but not yours?

Some of it is tricky to put into practice, and will take time. Eliminating "you" from your vocabulary is quite hard, especially in the heat of the moment. My inclination is to say, "You don't sit on the cat!" not "I don't like to see cats get sit on!" So the jury is still out on the effectiveness of this book. Part of it will depend on me and my wife (can we actually do what is suggests consistently), and part of it will depend on the kid (will he actually respond to it). Right now he is out of daycare for the summer, but I really hope we aren't dealing with biting in the fall when he goes back.

11 March 2022

Star Trek Adventures Starter Campaign and Missions: My Experience as a GM

I lasted posted about DMing Star Trek Adventures some ten months ago, promising a further post once my players had got through my opening story arc... that has finally happened! It was a five-episode arc, so yes, it takes us about two months to do a single episode. I want here to reflect on the game in general so far, explain my campaign, and review the individual episodes we've played.

Our Campaign: Beyond the Rim of the Starlight

"Beyond the rim of the starlight" is the opening line to the lyrics of the theme song to the original Star Trek. I've always like the phrase, and have occasionally thought about the "Rim of the Starlight" as an in-universe thing: some kind of bright barrier in space. I once came up with a premise for an original series–era audio drama about some kind of small ship patrolling Federation colonies "beyond the Rim of the Starlight," where the Rim only permitted passage periodically so the ship was on its own. I revived this concept for my STA campaign, with some tweaks. Some were my own idea, some derived from the way I worked the published missions together.

Our campaign is set in 2371, the year after The Next Generation ends but before Generations; after the Dominion has been discovered on Deep Space Nine but before the Dominion War has begun. This lets us play with most things in the TNG/DS9 toolbox without worrying about the continuity of the big political changes DS9 introduced. The "Rim of the Starlight" is a barrier in space, beyond which lies a largely uncharted mass of the galaxy... but occasional holes do open up, meaning there have been sporadic visits by the Federation or other familiar species, which would let me make use of the published missions.

There are five published missions that claim to be designed to introduce players to the system:

  • "The Rescue at Xerxes IV" (included in the Core Rulebook)
  • "Signals" (part of the "Quickstart" free download)
  • "A Star Beyond the Stars" (a three-part campaign, part of the "Starter Set" pack)

I decided to incorporate all three into my opening campaign, designed to introduce the players to the game, and the characters to the area beyond the Rim of the Starlight. There's a narrative break between parts one and two of "A Star Beyond the Stars," so I put "The Rescue at Xerxes IV" there, and then I stuck "Signals" at the end. This also worked well in terms of introducing the mechanics... mostly.

I wanted my characters to be "lower decks" ones, a group of ensigns just graduated from the Academy. I guess I was influenced by watching Lower Decks, but also I was coming from a traditional D&D idea of RPG progression: start at the bottom and work your way up. This, I would come to realize, is not how STA conceptualizes things. It would be easier to go all lower decks if I was writing my own missions from scratch, but so far I have stuck with published ones, and some require some pretty big tweaks to explain why a group of ensigns is at the focus! (I assure my players that between missions, the ships gets into all kinds of exciting scrapes in which they play absolutely no significant role.)

The tricky thing has also been creating a senior staff for their ship, the USS Ayrton. I mean, they all exist with names and stats, but I've struggled to work them in without overshadowing the player characters, which means the senior staff barely appear, and my players never really remember anything about them.

(The Ayrton is an old Constellation-class starship that has served on many venerable exploration campaigns. My players have complained that whenever the ship rolls to assist, it fails, so it must not be a very good ship.)

Our players have fluctuated. So far they have included:

  • my wife Hayley as Liana Carver, human science officer (all episodes)
  • Cari and Andy as Jor Lena, Bajoran security officer, and Gurg bim Vurg, Tellarite doctor (all episodes)
  • Jeremy and Daniela as Samel, Vulcan engineer, and Ioza Morganth, Betazoid pilot (episodes 1-3)
  • Claire as Mooria Loonin, Trill command officer (episodes 3-4, but intends to return in future)

(Two new players have joined us beginning with episode 6, as well.)

I will say the Star Trek format makes characters appearing and disappearing much easier to justify than D&D. ("Uh, this guy stayed in the tavern this week.") Especially with my lower decks focus, I just have to say that the captain didn't assign someone to beam down this episode!

Episode 1: "A World Beyond the Starlight, Part I: The Alcubierre"

(based on "A Star Beyond the Stars, Part I: The Alcubierre" by Marco Rafalà)

As published, this mission is about the player characters going aboard a derelict Federation starship, the USS Alcubierre, that was testing an experimental engine, which would allow it to go faster than warp five without causing subspace pollution (tying into the TNG episode "Force of Nature"). They discover that the ship was attacked by Romulans, but end up discovering on top of that that the Romulans are being controlled by the parasites from the TNG episode "Conspiracy."

I retooled this to fit my campaign: the Alcubierre was testing out a device to cross through the Rim of the Starlight at will. When it crossed through, the device malfunctioned, stranding it, but also it was attacked by Romulans. In a last-ditch effort, it was able to cross back; the Romulan warbird was cut off, but the ship had still been boarded. I wasn't interested in working with the "Conspiracy" parasites, though, and replaced them with a fungus, loosely based on the so-called "zombie-ant fungus."

I had the player characters shuttle over to the Alcubierre with an NPC first officer character in command of the mission. This meant that I could provide some guidance as they figured out the system, but my plan was also for the commander to get knocked out at some point, so that one of the players would have to be put in command.

Overall, this mission went pretty well. The players spent their time learning the system, but soon figured it out. They quickly proved themselves adept at coming up with interesting solutions. In this mission, they find there's just one survivor on the Alcubierre, Ensign Jim LaSalle, an engineer who helps them do the cold restart of the ship's engines, which allows the players' ship to beam people over and win the day. The players are supposed to fight their way into Engineering and then fix the engines.

My players had the idea that instead of coming with them, LaSalle should stay behind and cause a distraction, drawing some Romulans away from Engineering. I let them do this, but I think I should have handled things slightly differently: if I was making the combat tasks easier by reducing the number of Romulans, I should have made the technical tasks harder. (Instead of having LaSalle there to talk them through things, they had to depend on his notes.) I still think this would have played to their strengths; at the time, there was just one character who was worth anything in combat. But overall it went well!

They did some creative stuff, too, in terms of capturing a Romulan. On the other hand, we struggled a bit with combat, and it wasn't until partway through episode 2 that I realized there was a very basic rule about how to use STA's custom "command dice" when rolling for damage that I had totally overlooked because it's printed in a different part of the CR than all the other information about combat! It's a good system, but it's not always well explained.

Episode 2: "A World Beyond the Starlight, Part II: The Rescue at Xerxes IV"

(based on "The Rescue at Xerxes IV," author unknown)

So I had episode 1 end with a tug arriving to tow the derelict Alcubierre back to Deep Space 8, and the player characters being assigned to go with it to do debriefing on the fungal threat. Episode 2 opened, then, with them flying on a runabout back to their own ship, the Ayrton, allowing me to integrate the starter mission from the Core Rulebook. In the mission as written, the characters discover that all life-forms on Xerxes IV are devolving, including a Federation science team which they have to evacuate. The scientists don't want to leave, though, because they're researching a medicine, and if they don't get samples now, the plants they need will devolve too.

I tied this into my ongoing plot by having it be an antifungal that they were researching—and by giving a piece of paper to Gurg's player that indicated this antifungal was, according to a medical briefing he'd seen on DS8, exactly what was needed to remove fungus from someone's brain without harming their brain. Pretty big coincidence? Well, they also learned that a mysterious signal had been intercepted by the Xerxes outpost computers several months ago... the outpost hadn't been able to decode it, but a couple days later, they'd received orders from the Federation Ministry for Science telling them to research antifungals. Only, later the characters would learn the Ministry had never sent any such orders...

Other than this, I didn't change much. The mission works really well as an introduction to the STA mechanics overall: it begins with some basic tasks, then some simple combat, then teaches you Extended Tasks. My players again surprised me: at the beginning, they get attacked by devolved scientists ("Neanderthals" according to the mission; my players made fun of the science here), and they managed to capture one and brought him along with them! Which was not a thing I had anticipated. This proved especially challenging when the players had to cross a ravine, and they had to get this tied-up Neanderthal to walk across a log! There were some good shenanigans there.

The climax of the episode is both clever and somewhat confusing for a first-time GM. Basically, the characters have to split up and undertake three different things simultaneously, all within a time limit: they need to find parts to repair their damaged runabout, they need to cure the devolution, and they need to gather plant samples to use in the fungicide, but an ion storm is bearing down on the planet that will make taking off impossible. My players debated what to do a bit. Ioza, who was in charge of the mission, didn't think gathering materials for the fungicide was worth the time. On the other hand, Gurg knew how valuable the fungicide could be... but the briefing he'd learned that from was classified, and I'd added a Mission Directive of "Maintain operational security and protect classified information."

Carver, our science officer, was game to find the samples, and Ioza was willing to go with her if she insisted; it seemed logical that Gurg would cure the devolution, and Jor the security officer wanted to help him. But Gurg kept insisting he didn't need help—his way of trying to make Jor go work on the more important task without revealing what he knew! But one of Jor's Values is "Tight with Gurg," and I ended up giving her a point of Determination if she refused to listen to Gurg in order to help Gurg.

According to the mission as written, the characters should have 15 intervals to do all of this. In STA, a Task by default takes 2 intervals, though players can spend Momentum to reduce that to 1, and if they roll a Complication, it increases to 3. The mission seems to indicate that you should rotate between the characters, with each Task taking 2 intervals, but 1) doing all three of those things would be totally impossible, you would just run out of time, and 2) it also doesn't make much sense from a narrative standpoint. The characters are working simultaneously: why should Carver scanning for samples in one location give Samel less time to look for engine parts in a different location? It also says to spend some Threat to add Neanderthals to some scenes, and that combat should take 1 interval... but also to just integrate the Neanderthals into the turn order. So the whole combat is 1 interval? How can you do that and maintain the turn order?

I ended up treating each location as its own separate Timed Challenge, and just trying to move back and forth between them in a way that made sense: if 2 intervals passed in one location, but 4 in another, then I went back to the one where 2 had passed to "catch it up," so to speak. And I had player combat Tasks take 1 interval by default. This all worked out very well, actually; pretty much every group finished in the nick of time, and there was some good rolling and rerolling. But it was more confusing than I feel like something aimed at first-time GMs and players ought to be! I posted in one of the STA facebook groups to ask if I was interpreting things correctly, but the advice I got didn't really clarify. I've never seen anyone else complain about this mission being confusing, though, so maybe it's just me!

Anyway, that aside, it was overall a fun one, and it was by the end of this mission that I felt that STA as a system had really clicked for me and my players, with them effectively using Momentum, Determination, Talents, and Focuses to their advantage, and me figuring out what to do with Threat.

It took two-and-a-half sessions to play this one; one of my players complained after the first session that she didn't really know what was happening narratively in the first Extended Task. She understood the mechanics, but what was actually taking place? This was good feedback, and I made many of the Tasks in the later scenes more detailed as a result. As written, the mission just says the characters are collecting samples, for example, but I would say things like, "you're looking for a tree of genus Ditasa," which I think helped the immersion.

I had the episode end with the Xerxes science outpost broadcasting a mysterious signal through the Rim of the Starlight, opening up a hole in it. (All this stuff with the signals was me working in foreshadowing of what would be the arc's last episode, "Signals.")

Episode 3: "A World Beyond the Starlight, Part III: We Are Not Ourselves"

(based on "A Star Beyond the Stars, Part II: We Are Not Ourselves" by Marco Rafalà)

Episode 3 thus opened with the main characters back on the Ayrton, joined by a new crew transfer, Loonin, and the ship assigned to cross through the Rim of the Starlight to find the Romulan warbird and the alien fungus. I set it up with a series of chained Tasks as the ship crossed through the Rim: Carver was in the science lab on scanning duty, Samel was on the bridge on Engineering duty, Gurg was in sickbay, and the other three characters were on a damage control team together.

  • Carver in the science lab does a Reason + Science Difficulty 2 Task to determine where the Rim is going to fluctuate. She sends this information to Samel on the bridge...
  • Samel on the bridge does a Reason + Engineering D2 Task to figure out where to send the damage control team...
  • Loonin does a Command + Presence D2 Task to get the damage control team moving quickly and efficiently...
  • Ioza does an Insight + Engineering D2 Task to fix the system while...
  • Jor does a Fitness + Security D2 Task to rescue a crewman trapped by the damage and get him to sickay...
  • Gurg does a Reason + Medicine D2 Task to stabilize him.

Each player could spend Momentum off the back of a successful Task to reduce the difficulty of the next one, e.g., if Samel did a very good job identifying where the damage would happen, that would make Loonin's job easier. My players seemed to like it, it gave their "lower decks" characters something to do, and they ended up with a nice big pool of Momentum at the beginning of the episode.

This episode has two discrete parts as written: first the players investigate a derelict Klingon space station infected by the parasites (fungus in my version) and then they go to a base where the parasites are performing genetic experiments. As written, the parasites are trying to create superior hosts for themselves, but keep triggering devolution by mistake. I had to change this a bit: we had just done devolution in the last mission! I also wanted the fungus to be up to something more interesting (more on that when I get to episode 4). So I had the fungus experimenting to make itself more intelligent; they were inducing mutations in the Klingons to increase their cranial capacity, and then harvesting those neurons and injecting them into fungal samples. Despite this, my players made a connection to the devolution they had seen on Xerxes IV. Two totally unrelated phenomena in two weeks making people devolve: that's just life in Starfleet, I guess.

Investigating the Klingon station was kind of tricky. Mostly it's a series of Tasks where you look at a thing, then learn something. The players were a bit unlucky with some bad rolls, and also it was hard to use Threat in a way that made things more fun, I found. Also this is where I learned that making transporting into a Task with a Difficulty beyond 0 can backfire when the plot requires that the characters beam over! Because they did poorly on that Task, they had to use a shuttle... and then they did poorly on that one! So, if something needs to happen, and you don't want to explore negative repercussions, your best bet as a GM is to just make it D0 and let your players earn some momentum.

The second part of the mission was better, though; I did have an NPC member of the senior staff beam down with them, but here is where I learned that that is hard to play an NPC right when the NPC is in command but you also want to maintain player agency, and the NPC mostly faded into the background, her personality not emerging as I'd hoped.

Again, my players surprised me. (Always a good thing.) Advancing on a place where they knew there were some fungus-controlled Romulans and Klingons, they wanted to draw them out in smaller numbers. They had the idea of Loonin—who had a Focus in Animal Handling—making the call of an animal they had been hearing (alien apes the fungus was experimenting on). I liked this... but also thought that it was pretty unlikely Loonin could skillfully mimic something she'd only heard a couple times! So I set it to Difficulty 5. They grumbled a bit, but used their ingenuity to come up with a new plan: they recorded the animal noise on a tricorder, then "bluetoothed" a comm badge to the tricorder, placed the comm badge ahead of them while they hid, and then used the tricorder to make the comm badge play back the noise, drawing out a Romulan, who they took down quite effectively.

They then ended up capturing one of the fungus-controlled Romulans, pointing out it was the only one left. I made this appeal a D4 Task, but they pulled it off in style.

Something I hadn't anticipated when changing the parasites into fungus is that when a fungus-controlled person dies, they release a cloud of spores, which made my players paranoid they were going to be taken over. Eventually, we figured out that they could just set their phasers to "vaporize"! (The fungus absorbs stun blasts, so you have to set your phaser to kill to combat it effectively at all.)

Episode 4: "A World Beyond the Starlight, Part IV: The Pierced Veil"

(based on "A Star Beyond the Stars, Part III: The Pierced Veil" by Marco Rafalà)

This episode begins right where the previous one ends on a cliffhanger. As written, the "Conspiracy" parasites are out for revenge, and they have found an Iconian gateway that they can use to travel anywhere in the galaxy once they reactivate it. What I changed this to was that the fungus had found an ancient device that could establish reliable travel though the Rim of the Starlight, allowing it to run rampant in an unsuspecting galaxy. So the players need to find the planet where the device is and stop the fungus.

This mission I made a lot of changes to, the most thus far. Some because of my ongoing plot, some because of player availability, and some because I think the mission as written is actually quite bad.

So the first key one is that the player ship, once it tracks down the ancient device, is supposed to get into a battle with a Romulan warbird, introducing your players to ship combat. But from reading the rules, it seemed to me that ship combat really depends on having the engineer and helm officer as player characters... and ours had quit during episode 3, leaving me with a science officer, a doctor, a security officer, and a junior command officer. So I came up with a different idea: while the NPC senior staff was fighting a pitched battle, Carver would be working in a sensor suite, and the other three would be on a damage control team together. But then Hayley had to put the baby down for a nap when the relevant scene actually happened, so it ended up just focusing on the trio.

This turned out to be pretty fun. I reused a corridor map from the starter set (originally representing part of the Alcubierre), and told them there was a device they had to repair, a plasma fire they had to put out, and a trapped engineer they had to rescue. There was some good tension and drama, especially when Gurg disobeyed Loonin's orders: he had a chance to fix the device, but instead helped someone in medical danger. And then Gurg was put in charge of the away mission!

The mission as written presents a pretty pointless "moral dilemma": the "Conspiracy" parasites say that if the player characters let them go, they'll just go infect the Romulans instead. The players can let them do that, or arrest them. Like, what? Really? Would any Starfleet officer be remotely tempted by this?

So I switched things up a lot. The fungus wasn't innately sentient: it only becomes sentient when inhabiting a sentient host. This was the reason for the experiments from the last episode; the fungus was trying to make itself independently sentient. The players ended up in a situation where they could create a fungicide gas or shut down the cross-through device, and what I wanted to happen was this:

  1. they would trying to shut down the cross-through device, but something (ultimately revealed to be one of those signals again) would stop them
  2. they would thus have to create the gas
  3. they would then be captured and learn that if they gassed the Romulans, they would wipe out the only remaining sentient fungus
  4. then the signal would cut the power to the base they were all in, removing the threat of the cross-through device, and also ensuring that the gas (on its own power supply) would be released
  5. then the players would have to help save a fungus aliens in true Star Trek fashion, despite the apparently genocidal agenda of whoever was behind the signals

But my players were too damned principled to even make the gas as a last resort! I guess this is what happens when you try to railroad.

So things went a bit differently. An NPC they had met (LaSalle from episode 1, out for revenge against the fungus for killing all his crewmates) was outraged at their principles, and he cut off the air to the base they were in. So now the issue was they would all asphyxiate. Here I got to use Threat effectively: Loonin scored a good hit on LaSalle, which ought to have stunned him, but I spent 2 Threat to Avoid an Injury, giving LaSalle enough time to destroy the air system. It's situations like this that make Threat really shine: instead of having Loonin fail due to GM fiat, she failed because I had the Threat in my pool to spend, which feels less arbitrary and more satisfying, I think.

The characters were able to convince the fungus-controlled Romulans to help them fix the air control system and surrender to the Federation, where Federation scientists would work to find a way to extract the fungus while maintaining its sentience. Diplomacy in action!

So overall, it ended up being an exciting and tense mission, but I feel like that's partially in spite of how it was written.

I will say that overall, "A Star Beyond the Stars" is kind of meh as a starter set. Every episode basically requires combat, but on the other hand across three episodes, there's just one Extended Task! It doesn't really work as written to introduce the players to the full breadth of what the STA system can and should do. And like I said, the supposed moral dilemma is bad, and as written the players don't really play a role in the climax; things fail, but not because of them.

(One other nitpick: there's a bit where the scenario suggests that the situation should be paranoid because the characters won't know if any of the crew has been taken over by the parasites... but also checking to see if someone has been taken over is a Difficulty 1 Task, so how could you not figure it out? I made it harder to figure out if someone had been taken over—you had to try to knock them unconscious and see if the fungus prevented that from happening—but also didn't do anything to make them think any of their crewmates had been taken over. That said, Jor began to be paranoid that she had been infected by fungal spores and didn't know it!)

I was ultimately pretty happy with how I tweaked it... but I also feel like I ought not have had to do so much tweaking!

Episode 5: "A World Beyond the Starlight: Epilogue—Signals"

(based on "Signals" by Ian Lemke)

"Signals" is, like I said, a mission that comes with the free Quickstart. I placed it last because of my "signals" story arc: the players are trying to track down the mysterious signals that influenced events in episodes 2 and 4. But as I came to write it up in detail, I realized that it was a bit of an anticlimax after the events of "The Pierced Veil," more about setting up what is to come than anything else, hence why I ultimately designated it "Epilogue" rather than "Part V." I had a belated idea of making it go between "We Are Not Ourselves" and "The Pierced Veil"; the players could come across Seku VI as they searched for clues about where to find the fungus. But by that point, I'd written up episode 4 already and didn't feel like rewriting.

Also once I dug into it, I realized that "Signals" is super-basic. It opens with the away team already having beamed down to Seku VI, looking for both a lost runabout and some mysterious signals; they fight some Romulans who run away, find two dead members of the runabout crew, find the crashed Romulan ship, meet some settlers who let them see an alien artifact, the artifact self-destructs, and then they leave. It felt more like "and then another thing happens..." than a coherent story. This is kind of intentional, as it's designed to be simple: it's supposed to be someone's first mission, not their fifth!

But I learned that it was a cut down version of a mission from the "Living Campaign," which was a thing where Modiphius would post free missions on the web across the course of a year so that groups could play along at home. That version of "Signals" is more complex: there's some scenes before crew beams down, there's more dangers on the planet, there's a whole space-based subplot about the ship searching for the missing runabout in a nebula. I didn't want the ship subplot, but I added the other stuff back in.

I also had the idea that the settlers wouldn't want the crew to see the artifact; I made them into refugees who saw the artifact as the only thing of value they possessed. So the players would have the dilemma of maybe betraying a trust if they wanted to see it. I then realized this would be more effective if they met the settlers earlier, so I moved the settlement encounter up, and had one of the settlers accompany the players to the crashed Romulan ship.

It still played quicker than any other mission (a single three-hour session got us up to halfway through the last scene!), but it worked even better than I hoped. The players did a great job befriending nervous young Drev Katel, and our Bajoran security officer particularly bonded with them, telling them how hard things had been on Bajor, and what a difference the Federation had made in her life. Drev offered to get the Starfleet characters into the mines to see the artifact, provided they turned it off so outsiders would stop coming to their settlement.

The players, however, had rotten luck and failed the Task to bluff their way into the mines. They then tried to tell the guards why they were really there, but the guards were unimpressed, and an impulsive decision by the security officer to disarm one of them ended with the guard unconscious, forcing a conflict, while a horrified Drev watched the supposedly friendly Starfleet officers knock out their comrades. At that point, the players were committed, and went to investigate the artifact. Then they rolled very well and deactivated its self-destruct, and the security officer stunned the group of four Romulans who pursued them into the mines with one shot.

I had 5 Threat left, so I brought in two more Romulans, and spent one extra to give one of them a good roll, and they managed to stun the security officer. The science and medical officers, Carver and Gurg, are not good at fighting, and came up with a plan: convince the Romulans to let them turn the artifact back on under the guise of sharing data, but in actuality reactivate the self-destruct and run away. Unfortunately, some bad rolls meant they failed to convince the Romulans, who compromised at letting the Starfleet officers run away with their lives.

The episode ends with them going back to the ship, knowing the settlers are going to hash it out with the Romulans over a disabled artifact they learned little from. Talk about a downer! I ended up feeling kind of bad for the players, especially my wife, who had been in command. I feel like player failure has to happen sometimes, but it's not fun when it does.

Star Trek Adventures Overall

In the main, I really like the game. The 2d20 system is very easy to pick up. There are some fiddly bits, especially around combat, but the fundamental idea of always rolling two dice, always aiming to get below a target number, and always needing a certain number of successes, is pretty simple I think. It's also very adaptable: as GM it's easy for me to determine what the players need to do to succeed at something even if it's an idea that would never have occurred to me. The collaborative nature of it is fun; the Star Trek focus on diplomacy and science as solutions is great and has lead to some inventive stuff by my players. They are very prone to going, "no, let's not shoot these guys who are shooting at us, let's ask what they want!"

I'm in a STA GMs facebook group, and occasionally there are questions like, "How do you make travel times work?" Then people will say, "We fudge them," and the asker will say, "Don't your players notice/object?" Well, mine never would! But even so, I would say this is approaching STA wrong. One time, someone in the fb group asked why junior officer player characters with no experience were basically as good as senior officer players with 30 years of experience. I wrote:

The thing you have to keep in mind with STA is it's not a "life in a 'real' Starfleet" simulator, it is a "main characters on a Star Trek tv show" simulator. If a main character on a show is a junior officer, they're generally no less competent[,] because they're still the star.

It got a like from the game's designer, so I'll take that as a win. But it's what I really like about the system, and what makes it fun. It fudges the bits the show itself would fudge, allowing it to emphasize the things the show itself would emphasize: creative problem solving in difficult situations, and working together as a team. Things like Momentum, Threat, Values, and Focuses all work together really well to make that happen.

I have a twelve-episode "first season" very loosely plotted; we started the first episode of it, "Biological Clock," at our last session. If the first five episodes are any indication, it will take us two years to get through that season! I don't know if my players will be up for it for that long, but I will. I have to contain myself, actually, because I keep thinking of ideas faster than we can play them!

(Clearly the solution is to start a second campaign!)

The dedication plaque I made by tweaking a template provided by someone in one of the STA facebook groups; I can't figure out who! The other images are from the game books themselves (episode 1 art from the Starter Set, episode 2 from the Core Rulebook, and episode 3-5 from the Quickstart).

09 March 2022

The Terminal Experiment by Robert J. Sawyer

The Terminal Experiment by Robert J. Sawyer

This was wretched. I read it because it's about mind-uploading, and I am co-teaching a class on that... but I will not be teaching this book. Let me take the time to explain.

Originally published: 1994-95
Acquired: July 2021
Read: August 2021

The book has two concurrent ideas in play. One is that the main character, a designer of medical devices, is preoccupied with the idea that there's no definitive way of knowing when someone transitions between being alive and being dead. He invents an extremely discriminating device to map the brain, and using it on someone at the moment they die, detects what he dubs "the soulwave" leaving their body. This rocks the world: suddenly we know when people are alive and dead, we know what kind of life counts as alive and dead, and so on.  But once the device is invented and made public, this idea basically vanishes from the plot of the novel, and just becomes a background element; between chapters, we read news updates of how this is affecting society. But it never affects the story, it never even really affects our main character, who could have just easily been an inventor of a new type of soda pop, and the plot would have proceeded in exactly the same way. This seems to me to be one of the worst sorts of science fiction; it's a complete lack of imagination. Isaac Asimov says in Asimov on Science Fiction that in sociology-dominant sf, the author should come up with a society affected by a "what if—" and then "[t]he actual plot of the story, the suspense, the conflict, ought to arise—if this were a first-class story—out of the particular needs and frustrations of people in such a society" (p. 172). None of that is true here; Sawyer squanders his central idea. Interesting extrapolation in the background, but none in the foreground.

The other idea is that the main character sells his mind-scanning technology to an AI research firm. He asks if they can upload his consciousness into a computer... and they just do! Apparently all you have to do is scan the brain in order to have a working simulation of the brain. This seems like a huge leap to me. Like, being able to map where neurons are does not equate to being able to simulate how someone thinks! On top of this, the book acts like this is no big deal, and that no one will be interested in it! Even though the soulwave thing doesn't affect the plot at all, it does change the world. But the characters totally brush off the idea that anyone would even want to upload a brain. This surely has theological and philosophical repercussions even bigger than those of the soulwave. Where there was once one person, there are now four (they make three copies of the main character's brain). They call a press conference to announce the soulwave... but treat this advancement as if its old news. Again, it's a complete failure of imagination when it comes to worldbuilding. At one point they even go, "Oh, who would be interested in such technology anyway?" Like, everyone would!

The brain uploading stuff also reads as hugely improbable. Even though the technology was just invented, the AI researcher can just hit a couple buttons to rewrite the main character's personality. Of the three uploaded scans, one is edited to simulate how he would be if he was immortal, the other is edited to simulate how he would be without a physical self. And then all three selves can move themselves around because the original knows how directories work... I don't think that follows. Also, why don't they copy themselves if they are files? Somehow there's only one copy of each of the three versions. That a brain uploaded to a computer instantly becomes a super-hacker seems like something from a cheesy 1970s sci-fi film, not a supposedly serious 1990s near-future sf novel, but it's how the entire plot resolves; they stop the copy that goes evil by uploading the copy of a police officer's brain into the Internet to get him!

On top of all this, the prose reads like it was written by a tedious pedant. Utterly lifeless. This won the Nebula!?

(Not Sawyer's fault, but the way the book is dated by being written in the 1990s but set in 2011 is often hilarious. There's a bit that essentially goes, "He's taken over the entire Internet... AOL and CompuServe!" Well... maybe it is Sawyer's fault; his version of the future seems exactly like his present except that they have e-readers.)