The Alexandrian

Go to Part 1

Continuing my review of Hugo nominees this year, I’m tackling the novelettes today. Ranking them, once again, in reverse order:

6. “Opera Vita Aeterna” by Vox Day.

Easily one of the worst pieces of fiction I’ve read lately. The “world-building” consists of thinly veiling the Catholic Church by inconsistently swapping out the names and terminology and then slapping in some magic-wielding elves. (You might think that magic-wielding elves would have some sort of meaningful impact on the beliefs or teachings of the Church, but they don’t.) The “plot” would be stretched thin on a very short story, but it takes a truly prodigious amount of “talent” to stretch it over the length of a novelette: An elf shows up at a not-Catholic monastery and says, “I killed your missionary. Now I’d like to stay here and study your God.” He decides to stay for several decades while he single-handedly illuminates an entire copy of the not-Bible by himself. This is interrupted by a single scene in which he asks the head of the monastery a question about his religious faith, prompting the head of the monastery to respond by literally cribbing Thomas Aquinas at interminable length. No one in the monastery has their faith or their lives remotely affected by the elf. The elf leaves for a bit and everyone in the monastery is brutally killed by some other elves. Then the elf yells at a statue of not-Jesus Christ.

It’s not so much a story as it is a train wreck of bad writing, bad plotting, bad world-building, and bad characterization.

Grade: F

5. NO AWARD

4. “The Exchange Officers” by Brad Torgersen.

The premise of this story is that cartoon Chinese Communists from 1950s propaganda pamphlets are brought to life, travel through time to the 2030s, and assume control of the future Chinese People’s Republic. Zany hilarity ensues.

… okay, not really. It is, however, the only way I can explain how the anachronistic cartoon Chinese Communists ended up in this story.

If you can look past that bit of nonsense, however, the rest of the story is a decent little bit of pulp adventure: Military space-jockeys with remote control exo-suits have to defend the red, white, and blue of their All-American Space Station(TM) from the terrible scourge of Cartoon Communists.

This clears the “No Award” threshold for me, but just barely. (And I’m having second thoughts about that even as I type this.) It would have benefited tremendously from the solution to the Cartoon Communists being in any way clever or thoughtful or unique.

Grade: C

3. “The Waiting Stars” by Alietta de Bodard.

It was really hard to rank the top three stories in this category. “The Waiting Stars” is a beautiful tone poem of transhumanism mixed with a pleasing tinge of space opera. Of all the Hugo stories I’ve read so far this year, this had the strongest and most interesting and most nuanced handling of its characters. In fact, I think the story would have benefited tremendously from giving the characters a little more room to breathe: A bit too much of the story was pushed into a past-tense summary. I would have preferred to actually experience the growth of the characters instead of being so frequently told about it.

The story was also injured for me because one of its central speculative conceits didn’t quite make enough sense. (Keeping things fairly vague in an effort to avoid explicit spoilers: I buy a culture believing that they would benefit from having their AIs go through that experience. But I’m unclear on why they would build them so large as to be dangerous and painful.)

Those quibbles aside, however, I do recommend this story. And it can be read freely on Alietta de Bodard’s website, so you have no excuse not to!

Grade: B+

2. “The Lady Astronaut of Mars” by Mary Robinette Kowal.

Another well-crafted character piece with strongly woven themes. Kowal uses alternate history to evoke a powerful sense of nostalgia and then uses that nostalgia to create a strong empathetic bond between the reader and her protagonist. She then capitalizes on that bond by forcing her character to make tough, complicated choices that Kowal refuses to simplify or trivialize in any way.

Also freely available online.

Grade: B+

1. “The Truth of Fact, the Truth of Feeling” by Ted Chiang.

My one quibble with “The Truth of Fact, the Truth of Feeling” is that I feel it would benefit from more fully developing its central character arc with the great success that, for example, Kowal does in “The Lady Astronaut of Mars”. The reason it edges out “The Lady Astronaut” to receive my #1 ranking, however, is that Chiang expertly invokes an immensely complicated psychological depth around a near-future technology. What I initially thought was going to be simply a polemical text suddenly drops away into a stunningly fractal depth of expression and thought.

“The Truth of Fact, the Truth of Feeling” is a modern day version of True Names (a fantastic short novel from Vernor Vinge which I’ve reviewed here). But whereas Vinge fired a bold cannon of transhumanism into the heart of the industry, Chiang works subtly within a well-developed theme and pulls out something that feels powerfully and transcendentally real. Reading this story feels like stepping into your life circa 2025. There’s a fervent power to that kind of clear, speculative vision when it is executed with such effortless belief.

And it is also freely available online.

Grade: B+

 Hugo Reviews 2014 – Part 3: Novellas

 

Numenera - Monte Cook GamesMany moons ago I wrote D&D: Calibrating Your Expectations: The point of the article was to re-orient your expectations regarding the level of power being modeled by mid- and high-level D&D characters. (If you think “Conan” when you think about a 15th level character, you’re doing it wrong. Think Hercules in his most powerful persona as a full-blooded demigod.) The article had a few unexpected consequences, but by and large it seems to have helped a lot of people avoid or resolve the dissonance they once experienced between the mechanics of the game and the fantasy they were creating or emulating. We all stopped fighting the system and started embracing all the awesome stuff it was capable of.

Brandon Perry shot me an e-mail recently asking me to give Numenera the same treatment. It sounded like a really fascinating idea for a blog post, so I’m going to take a crack at it. Before I do, though, I want to offer a little bit of a proviso: When I wrote D&D: Calibrating Your Expectations I had nearly 20 years of experience with the game and had played or run hundreds (possibly thousands) of sessions. Although I’ve been playing Numenera since it was released last August, my experience with the game is obviously extremely truncated by comparison (consisting of a couple dozen sessions). So there’s going to be a little more armchair theorizing this time around, with all the risks that sort of thing entails. Take what I have to say with a grain of salt and keep testing it against your actual experience at the gaming table, but hopefully you’ll find some value in what I have to say here.

STATS vs. EFFORT vs. EDGE

Let’s begin with the core attributes of your character in Numenera. These seem to be frequently misunderstood, in no small part because they defy the expectations formed by the norm of other roleplaying games.

For those unfamiliar with it, the basic mechanic of Numenera works like this: The GM sets a difficulty between 0 (Routine) and 10 (Impossible). This number is multiplied by 3 in order to arrive at a target number (between 0 and 30). The player rolls 1d20; if they roll equal to or higher than the target number, they succeed.

For example, if you wanted to climb a Difficult (4) cliff, you’d have to roll 12 or higher on 1d20 (because 4 x 3 = 12).

In practice, however, the difficulty will be modified before the dice are rolled: Each relevant asset or skill the character has will reduce the difficulty by 1. So if a character who was skilled at climbing (-1) and also had their climbing kit with them (-1 for the asset) was facing a Difficult cliff, the effective difficulty would only be 2 and they’d have to roll a 6 or higher on 1d20 to reach the top.

Each PC has three stats: Might, Speed, and Intellect. Your score in each stat forms a pool and you can spend points from your pool to activate special abilities and also exert effort. When you exert Effort, you spend 3 points from the relevant pool to decrease the difficulty of the task by 1.

So, looking at that Difficult cliff again: You start with difficulty 4, subtract 1 for being skilled in climbing, subtract 1 for having the asset of a climbing kit, and then you could exert effort (spending 3 Might points) to subtract 1 again. (Now the cliff has an effective difficulty of 1 and you only have to roll 3 or higher on 1d20.) As your character advances, you’ll be able to exert multiple levels of effort simultaneously (further reducing the difficulty of a task).

Now, this is the point where most people get confused: Say you’ve got one character with Might 9 and another character with Might 14. Which character is stronger?

Neither.

Primed by other roleplaying games you probably have a natural instinct to think the Might 14 character is stronger. But he’s not. He simply has more endurance when it comes to performing difficult Might-related tasks. (Think about it: If both characters have the same skills and assets, then they’re facing the same probability of success. They are both equally capable of applying effort to any given Might roll. The only difference is that one of them will be able to apply effort to more Might rolls: He’ll win in a competition of endurance, but it’s a 50-50 split for any individual feat of strength.)

So stat pools are not the same thing as a typical RPG ability score. To find something like those in Numenera, you need to look at Edge.

In addition to having a pool in each stat, characters in Numenera also have an edge in the stat. For example, a beginning glaive has Might Edge 1, Speed Edge 1, and Intellect Edge 0. You use edge to reduce the cost of any associated pool expenditures. (So, for example, if you had a Might Edge of 1, you would spend 2 points to apply Effort to a Might roll instead of 3 points.) What this mechanic means is that a character with a Might Edge of 1 is stronger than a character with Might Edge of 0.

If this distinction is confusing you, think of it like this: When you get a Might Edge of 3, you can now apply Effort for free. That means you are just automatically 15% more likely to succeed at anything you do that’s related to Might. (Which means that you’re stronger.)

It should be noted that the range of potential Edges in Numenera is fairly small: The theoretical maximum is 0 to 6, and 0 to 4 is probably more likely in actual practice. (And you’ll only see those ranges with higher tier characters.) So, at most, characters are going to vary 20-30% based on their “ability scores”.

EFFORT AS CALIBRATOR

 The difficulty table in Numenera does a pretty good job of calibrating your expectations for a normal person:

DIFFICULTY / NPC LEVEL
DESCRIPTION
TARGET #GUIDANCE
0
Routine
0
Anyone can do this basically every time
1
Simple
3
Most people can do this most of the time
2
Standard
6
Typical task requiring focus, but most people can usually do this
3
Demanding
9
Requires full attention, most people have a 50/50 chance to succeed
4
Difficult
12
Trained people have a 50/50 chance to succeed
5
Challenging
15
Even trained people often fail
6
Intimidating
18
Normal people almost never succeed
7
Formidable
21
Impossible without skills or great effort
8
Heroic
24
A task worthy of tales told for years afterward
9
Immortal
27
A task worthy of legends that last for lifetimes
10
Impossible
30
A task that normal humans couldn't consider (but doesn't break the laws of physics)

All the guidelines there pretty clearly flow from the underlying math (which is straightforward because the system is just 1d20 vs. the target number): Routine tasks can be achieved every time (unless adverse circumstances push the difficulty up) because you’ll always roll higher than 0 on a d20. Difficult tasks have a 50/50 chance for trained characters because the skill drops the difficultly level by 1 (and math does the rest).

The key breakpoint on the chart is between Intimidating tasks and Formidable tasks, because that’s the point where you need to be either skilled or spend effort to have any chance of success (and the chart says exactly that).

Where I quibble with the chart a little bit is the Heroic level: It claims that these are “tasks worthy of tales told for years afterward”. But a character with skill specialization (-2 difficulty) expending a couple levels of effort (-2 difficulty) would actually have a 45% chance of success. That’s definitely impressive and probably the sort of thing you’d tell your friends about for a couple of days if you saw somebody do it, but it’s probably not going to be talked about for years.

Long story short: I’d bump the descriptions of Heroic, Immortal, and Impossible actions all up a slot or two.

The point, though, is that if you’re looking for the upper limit of what a character is capable of, then the maximum level of effort they can expend (which is generally equal to their tier) is a good indicator.

In general, the absolute best an unskilled character can do is difficulty 6 + their effort. Skills top out at specialized (-2 difficulty), so highly skilled characters will top out at difficulty 8 + their effort. In proper conditions and with proper equipment (i.e., with a couple of assets under their belt), it actually ends up being 10 + their effort.

(That, coincidentally, means that even beginning characters can line things up to make difficulty 10 tasks achievable. Which is another reason why the concept of “Impossible” should probably be bumped up a level or two on that table.)

EDGE AS CALIBRATOR

What you also want to calibrate, however, is the other end of your scale: What do your characters consider routine? (In fact, I generally find this a lot more useful in terms of really conceptualizing what life is like for a particular character.)

For that, we want to look at edge.

In a purely theoretical sense, Edge 3 and Edge 5 are the magic numbers where the first and second levels of effort become completely free and the difficulty for any related task is usually going to automatically drop.

In actual practice, however, I’ve found that once effort only costs 1 pool point the threshold for ubiquitous “impulse purchasing” seems to be reached: Players will start liberally using effort on pretty much every die roll (and they can generally get away with it). That means that the real thresholds to look at are Edge 2 and Edge 4.

In other words, an untrained character will consider tasks with a difficulty equal to one-half their Edge routine. (Of course, you should also adjust this difficulty for their skills and assets.)

These numbers don’t hold up if your Edge radically outpaces your maximum Effort (it doesn’t matter how cheap it is to spend the points if you’re not allowed to spend the points). This is theoretically possible due to the flexible advancement mechanics, but incredibly unlikely in practice.

SKILLS AND TOUCHSTONES

One thing to get a feel for in Numenera is that most of the ratings in the system cover a fairly broad range. (This is deliberate. Phrases like “precision isn’t that important” and “precision isn’t necessary” are sprinkled liberally throughout the rulebook.) This is also true when it comes to skills, with the system only distinguishing between three levels of training – untrained, trained, and specialized. Each of those skill levels must be covering a lot of territory and, upon closer inspection, it’s also notable that “untrained” is something of a misnomer because even untrained characters can succeed on challenging and even intimidating tasks with a fair amount of regularity if they apply a little effort and preparation.

PCs will only get a handful of skills in Numenera, but this isn’t because they’re ignorant louts: The game is actually assuming that characters have a very broad and pervasive competency across the board and only highlights the stuff they’re really, really good at. (This also fits the other elements of the system: As characters increase in tier their Effort improves across the board, which means their maximum possible performance improves in everything. Edge focuses the regularity of their performance and skills refine that focus even further.)

In trying to really peg what skill performance means in Numenera, however, the generalized flexibility of the system occludes things a bit. Unlike D&D, Numenera doesn’t give a lot of difficulty guidelines outside of the primary difficulty table described above. In practical terms, we’re basically limited to crafting items, climbing, and remembering/understanding particular pieces of knowledge.

Limited although they may be, I will use these guidelines as touchstones in the calibration discussions. If you want to see the tabular breakdowns for these difficulties, you can find them on my Numenera system cheat sheet.

Go to Part 2: Comparing the Tiers

Hugo AwardNot sure how many of these I’ll get to this year before the July 31st voting deadline, but for the first time ever I’m a member of the World Science Fiction Convention and, therefore, eligible to vote on the Hugo Awards. I’m taking this fairly seriously and making an effort to actually survey all of the nominees before casting my ballot. And I thought I’d also take the opportunity to share my thoughts with you.

We’re going to start with the short stories. Reviewing short stories is a tough gig because it’s really hard to comment meaningfully upon them without spoiling them entirely, but I’ll do the best I can to walk the tightrope here. Without further ado, here’s my voting slate for the Short Story category in reverse order:

5. “If You Were a Dinosaur, My Love” by Rachel Swirsky.

Despite the use of the word “dinosaur” in the title (and its frequent use throughout the text), this is not actually a work of speculative fiction. I’m not really sure the story is award worthy even if it were speculative fiction (it’s a decent little “shocker” story with a twist reveal, but while the prose builds nicely the twist is more of a straight line and there’s nothing of real substance here), but since I consider the Hugo Award to be something exclusively for speculative fiction I’m definitely forced to rank this one below…

4. NO AWARD

3. “The Water That Falls on You From Nowhere” by John Chu.

This story starts out really strong, but then somehow ends up in the same place that Swirsky’s story does: It really stops being an SF story and simply becomes a really good piece of character fiction.

The central conceit of the story is found in its title: One day the world changes and every time you tell a lie a bunch of water falls on you. The general implications of this suddenly universal truth detector are lightly touched on (with occasionally inconsistent metaphysics), but Chu’s primary interest in the first chunk of the story is exploring how this dynamic would completely transform interpersonal relationships. And he does a very, very good job of it: It’s one of the rare pleasures of SF to see fantastic character dramas that are impossible in the real world. (The exploration of the alien in human form often makes me reflect on the bizarre fantasies the dramas of our contemporary lives would be to someone living in, say, Elizabethan England.)

Unfortunately, the back half of the story largely falls apart: The titular water becomes functionally meaningless and the character drama resolves into the sort of cliche I would expect to see in a freshmen composition course. Particularly crippling is that the story structures itself entirely around a challenge faced by the main character… which turns out not to be a challenge at all. (He faces no internal conflict; his external conflict turns out to have literally no ability to oppose him; and the ideology he thought was opposing him is revealed to have never existed in the first place.)

This one is worth reading, although the failure to live up to its promise is crushingly disappointing.

2. “The Ink Readers of Doi Saket” by Thomas Olde Heuvelt.

This pleasant little romp is a Thai version of Dylan Thomas’ Under Milk Wood with a fantasy twist.

That particular blend of imagery may be too esoteric for anyone but me to really appreciate, but it’s actually quite difficult to talk about “The Ink Readers” without spoiling it. What I can say is that I was very pleased to see Heuvelt not only posit an interesting conceit for his speculative fiction, but to then develop the consequences of that conceit in multiple, creative, and increasingly speculative ways. (The revelation of what the titular Ink Readers were was the moment when the story won me over.)

With that being said, the story strives to achieve mysticism through incoherence and that’s not a genre technique that I’m particularly fond of. The plot of the entire story also depends almost entirely upon a glaringly huge continuity error, which I have occasionally gathered to be an acceptable foible in the sort of magical realism which Heuvelt appears to be pursuing but which I find intolerable. Although I , once again, recommend the story these reservations knock it back a pace for me.

1. “Selkie Stories Are For Losers” by Sofia Samatar.

I’ll be honest in saying that “Selkie Stories Are For Losers” did not blow me away: But it takes a singular conceit and uses it to transform interpersonal relationships like Chu’s “The Water That Falls On You From Nowhere” (but follows it through to the end of the story). It uses a speculative conceit as metaphor for character growth and pain like Swirsky’s “If You Were a Dinosaur, My Love” (but doesn’t leave the metaphor strictly as metaphor). And it also takes its conceit and improvises on it like a jazz theme (albeit not to the same richness or cleverness as Heuvelt’s “The Ink Readers of Doi Saket”).

It’s a complete package and I’m comfortable saying that it should win the award this year.

 Hugo Reviews 2014 – Part 2: Novelettes

Better Angels - System Cheat Sheet

(click for PDF)

I’ve done several of these cheat sheets now, but for those who haven’t seen them before: I frequently prep cheat sheets for the RPGs I run. These summarize all the rules for the game — from basic action resolution to advanced combat options. It’s a great way to get a grip on a new system and, of course, it also provides a valuable resource at the table for both the GMs and the players. (For more information on the procedure I follow when prepping these cheat sheets, click here.)

This set of cheat sheets is for Better Angels, a One Roll Engine game from Greg Stolze and Arc Dream Publishing. The core concept of the game is that supeheroes and supervillains have their powers because they’re possessed by angels and demons, respectively.The conceit that makes this compelling, however, is that the supervillains are actually trying to mitigate the evil of the demon inside them: See, if a demon ends up inside of a goody two-shoes who refuses to do any evil in their name, the demon gets bored and leaves. That’s a problem, because every time a demon shifts to a new host there’s a chance they’ll end up inside of someone who is truly evil: A Jeffrey Dahmer or a Hannibal Lector with the powers of a demon is capable of truly despicable acts. So if you end up with a demon inside of you, the argument goes, the best course of action is to keep them entertained with evil acts that are big and splashy, but ultimately not all that harmful to the people around you.

In other words, you do all the wacky stuff that pulp era supervillains did: You kidnap the Statue of Liberty and hold her for ransom. You have whales swallow explosives. You burn down the mansion of Big Bank, Inc.

The problem, of course, is that demons are actually pretty good at that whole “corroding your soul” thing. So while you’re trying to do splashy-but-limited-damage evil, the demons are actively working to make you compromise just a little bit more; sacrifice morals you thought were sacrosanct; cross lines you promised to never cross.

And, mechanically speaking, what makes this concept really pop and turned the game into a must-play for me is that each player is responsible for both their Mortal character and for the Demon of the character to their right. This dual-role dynamic forces the conflict between Mortal and Demon into the open and the rules of the game expertly model the ethical battlefield / minefield that the characters are all trying to traverse on tightropes.

HOW I USE THEM

As I’ve described in the past, I keep a copy of the system cheat sheet behind my GM screen for quick reference and also provide copies for all of the players. Of course, I also keep at least one copy of the rulebook available, too. But my goal with the cheat sheets is to consolidate information and eliminate book look-ups: Finding something in a half dozen or so pages is a much faster process than paging through hundreds of pages in the rulebook.

The organization of information onto each page of the cheat sheet should, hopefully, be fairly intuitive. The actual sequencing of pages is mostly arbitrary.

Page 1: I’ve adopted the green/purple distinction between Strategies and Tactics from the Better Angels rulebook. Understanding the explicit sinister/virtuous antithesis between each Strategy and Tactic is the core of the system and that’s headlined here along with an overview of the incredibly simple ORE mechanic.

Page 2: And here you’ve got pretty much every other mechanic in the game. (New players mostly just need to understand the “Damage” column here; everything else is relatively nonessential for launching your first session.)

Page 3 / Page 4: Demonic Prerogative and Domain of the Human cover everything you need to know about playing each of your characters. For Better Angels to really work, the players all need to understand the full dynamic of the game’s central conflict. (It’s particularly important to grok the methods a Demon has for mechanically corrupting their host and the methods a Mortal has to maintain or regain their moral equilibrium. Being clear on each side’s “end game” is also important.)

Pages 5-7: As I’ve discussed in the past, I generally don’t put “character option chunks” in the cheat sheet. The superpowers in Better Angels, however, are generally pretty streamlined. As a GM I also found it easier to parse NPC stat blocks with a power cheat sheet. And, last but not least, players found it useful because the effect of each power in Better Angels varies based on your current stats (and those change frequently and rapidly); so it’s not like other games where you can really familiarize yourself with your current powers.

Page 8: The ability to construct devilish devices (a.k.a. supervillain death-rays) is something I saw new players overlooking, so the full procedure gets highlighted here. (This isn’t “first session critical”, but it’s something I’d consider reviewing at the start of the second session.)

Page 9: This page has all the mechanics the GM needs in order to run angelic NPCs / superheroes.

WHAT’S NOT INCLUDED

These cheat sheets are not designed to be a quick start packet: They’re really useful as a tool for an experienced player teaching the game to new players, but you’ll find it really difficult to learn the game from scratch by just reading through them. (They are an adjunct to the core rulebook, not a replacement.)

You also won’t find most of the optional rules for the game.

MAKING A GM SCREEN

These cheat sheets can also be used in conjunction with a modular, landscape-oriented GM screen (like the ones you can buy here or here).

Personally, I use a four-panel screen and use reverse-duplex printing in order to create sheets that I can tape together and “flip up” to reveal additional information behind them. For Better Angels my screen looks like this:

  • Page 1: Basic Mechanics (with Demonic Prerogative & Domain of the Human behind it)
  • Page 2: Other Mechanics (nothing behind it)
  • Demonic Aspects (with both pages of Demonic Powers behind it)
  • Angels (with Devilish Devices and the logo sheet behind it)

I hope you find these useful!

When discussing roleplaying games I’ve tried to eliminate the term “immersion” from my vocabulary: It’s terminology with a horribly fractured etymology and never fails to create confusion whenever it’s used.

The problem has its primary roots in the ’90s: In the tabletop community, the Usenet groups picked the term “immersion” to refer to people deeply immersing themselves in the playing of their character. “Deep immersion” became the state in which roleplaying flowed naturally and you were able to make decisions as your character and portray your character without having to engage in logical analysis.

Almost simultaneously, however, the video game community created the concept of “immersion vs. interactivity”. In this construct, loosely speaking, interactivity refers to the player making decisions and immersion refers to the player becoming drawn into or convinced by the faux reality of the game world. (You’ll notice that, in this construction, the concept of “immersion” is effectively set up as being in a state of antithesis with the tabletop community’s use of the word “immersion”.) This video game concept of “immersion” then “jumped the pond” and got picked up by various tabletop communities.

Then you can take all of that confusion and stir in a healthy dose of people using the word according to its general dictionary definition: “Deep mental involvement.” That meant any time somebody said “no, immersion is about deep mental involvement in X” (whether X was “playing your character” or “the presentation of the game world”), somebody else could respond by saying “no, I experience immersion by having a deep mental involvement with Y”.

My personal use of the term was shaped in those old Usenet discussions. So if you ever do see me using the word “immersion” in the context of tabletop roleplaying, it’s a virtual certainty that I’m talking about immersion in the process of roleplaying a character; the sort of one-to-one flow of thought to action and the empathetic flow of thought that often characterizes our conception of the very best Method actors. But I’ve generally found that when I need to discuss that sort of thing it’s almost always more rewarding to find a way of talking about it which doesn’t use the word “immersion”.

Whatever your personal conception of the word “immersion” is, I recommend you do the same.


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