Review of A Restless Truth on Geekly Inc

I’ve got another review on GeeklyInc for you, here. This one’s about A Restless Truth, sequel to A Marvellous Light, both of which I enjoyed a great deal. Spy fiction, high society drama, romance, magical intrigue… it all fits well together. I may give you more of my thoughts on the book here in the future, but for now I suggest heading over to Geekly Inc to see my words!

The tl;dr: Freya Marske does an excellent job blending sapphic romance, murder, magical society drama, and sexy times. I continue to be delighted by her blending of spy fiction and society drama, and I’m looking forward to book three!

Arabella of Mars, by David D Levine

David D. Levine’s Arabella of Mars is an excellent Age of Sail sci-fi adventure story replete with the drama of Regency-era social expectations.  It has all the requisite ingredients: imperiled family in need of aid, dangerous shipboard voyages (between planets!), subdued romance, personal rebellion, social maneuvering, and a little bit of marriage. I inhaled this book.

I read perhaps a couple pages on Thursday last week and then spent almost all of Friday devouring the rest of the story. I very wisely did not take the book to bed with me on Thursday night, for which I’m glad. I probably wouldn’t have slept much if I had. As it was, I requested the next two books as soon as I finished on Friday afternoon.

This is the kind of story that I love… and having finished it, I have some concerns. I’ll focus on the things I loved first. Just know that (depending on the course of the next two books in this series) I might have to refile this from “delicious new candy” to “problematic fave“ on account of colonialism.

Also, there are a few things that I’ll cover here which might constitute very mild spoilers. I doubt any of them would surprise someone who’s already familiar with the genres involved, but if you want to avoid spoilers entirely I recommend you skip ahead to the last paragraph.

So. First off, I love the setting.

In the late 1600s, Captain Kidd sailed to Mars. There he explored, met and befriended the bug-like locals, and ultimately sailed back home. There are now human colonies elsewhere in the solar system (including on Mars), and ships which regularly make the voyage from planet to planet across the great rivers of air in between. Clockwork exists and automata are an advanced art, and coal gases are used in great quantities to fill the lift envelopes of airships until they’ve crossed “the falling line”—the elevation high enough for a ship to sail out of a planet’s orbit. 

A quibble: I’ve seen this book called steampunk, and I don’t agree. Not yet at least. There are genre similarities, but this story is deeply rooted in the British Regency-era of the Age of Sail. Heck, it’s all set in 1812 or 1813, and the Napoleonic wars are still underway. While certain setting elements overlap with steampunk (clockwork and automata, airships, alternative versions of space) the story has more similarity to Novik’s Temeraire books and other Age of Sail adventures (e.g. C.S. Forester’s Hornblower, or O’Brian’s many naval novels). What’s more, there’s no concern with industrialization or the pressures thereof. So while there’s a little steampunk-ish set dressing, and I can understand using that as a marketing term in 2016 when this book was published, I don’t think it’s accurate.

Back to the setting! Despite the alternate history, social expectations have remained much the same. British Regency Era gender and class conventions are still potent forces, shaping our protagonist Arabella’s world(s). Her taste of something different, what with being raised on Mars by a Martian nanny with very different ideas of gender and class roles, is tantalizing. Levine establishes all of this with admirable efficacy in his quick prologue, setting the stage for the rest of the story and all the conventions that will stymie Arabella in her quest to aid her family.

Actually, I admire Levine’s writing here in general. He’s adopted a markedly period voice, straitlaced and constrained in a way that emphasizes the social restrictions and expectations without sacrificing the feel of personal insight into Arabella’s world. He’s skillful, and it shows. Even when things are predictable (in good, genre-confirming ways) they don’t feel forced.

And, maybe because of all that, this book has lots of fun (mostly quiet) social commentary going for it. Arabella’s struggles and observations around gender and class feel fitting to the genre, and give us a window into Arabella’s growth of her own perspective on what is right, proper, and moral, departing from the ”received perspective” she starts the story with. I really enjoy that growth, and it feels good to see it take place.

But I can’t mention that growth without discussing those concerns I mentioned above.

Stories in the Regency Era, and especially any kind of story involving the creation of colonies in a place with intelligent locals, will unavoidably engage with colonialism. I don’t think it’s possible to avoid in this kind of story, and pretending colonialism (and its problems) doesn’t exist is usually just a way to be an apologist for it. Fortunately, that isn’t the approach this story takes.

Okay, more implicit spoilers ahead, though they should remain pretty general.

For all that Arabella of Mars doesn’t ignore colonialism per se, it also doesn’t address it directly. Partly, I think that’s due to the narrator’s proximity to Arabella’s own perspective; there’s a lot that Arabella hasn’t examined deeply about the social order and her role in it, never mind the ways in which humans and Martians interact. There are, however, many overt hints that Arabella disagrees with or isn’t aligned with the common colonialist assumptions of her society.

This comes out in the little details: Arabella notices the ways in which English depictions of Martians are wrong, and they irk her; Arabella corrects others a number of times, and signals dissatisfaction with their racist and colonialist assumptions; and she is unwilling to embrace the racist and colonialist arguments of others even when they’re not focused on Mars and Martians. As I said, all the little hints are there.

Actually, reflecting on those little details, I wonder whether some of my enjoyment of this story is tied to similarities with how my mother spoke of her childhood in Uganda and the US.

Back to this book, Arabella’s rejection of English colonialism, or her opposition to it, isn’t fully articulated in the way that I think the setting (and the story thus far) calls for. Her own estimations of her fellow landed English gentry start mostly neutral and grow more negative. And she clearly feels more attuned to the social conventions of Martians (or even the crew she serves with) than to the conventions of her peers. But while she appears to judge the existing system as lacking and feels estranged from it, she’s still a part of it and hasn’t articulated a different position.

About par for the course in book one of a series, really. This is part of my reason for both liking the book and trying to reserve judgment.

Anyway. The story thus far feels poised to dive deeper into this struggle with colonialism. And so far, it feels like it’s aware of that. That’s all well and good. But it hasn’t (yet) made that confrontation its focus. If it doesn’t dive into that confrontation with colonialism, or at least face it along its narrative path, I’ll have to revise my opinion of the story.

So.

If you were avoiding reading the spoiler-ish above material, rest assured this is the *END OF SPOILERS*.

I like the book. I like it a lot, and absolutely recommend it to anyone who likes Age of Sail adventure with a splash of Regency drama and a hint of Jules Verne. If you want alternate history science fiction on interplanetary sailing ships, this is your best bet. And if you know a younger reader looking for these sorts of things, this is accessibly YA-ish to boot.

Collaborative ideas for Blades in the Dark

I’ve been wanting to play Blades in the Dark for a while. Despite having had the system for several years, I still haven’t played it. I’ve played a game inspired by its sci-fi hack, Scum & Villainy, but my friend running that game paid very little attention to the system’s rules despite using the rules as reference material. The game was fun. It didn’t really let me see how any of the things that make BitD distinct actually work when run as designed.

Now it looks like I may finally have a chance to play! One of my friends is putting a group of players together, people I enjoy playing with. I’m looking forward to it.

And, even as I’m looking forward to game, I’m thinking through all the ways the system looks most likely to break, or where it looks like the GM will be carrying the heaviest workload. That’s reflex at this point. The spot most likely to be lost in the shuffle, as best as I can tell, is the storyteller’s implementation of the faction system—probably followed by tracking debt and its effects.

So I’m coming up with ways to share the load.

For context, Blades in the Dark comes with a whole host of background material. I don’t think any of it is necessary for a fun game. All the supplied narrative fluff can absolutely be ignored, as long as you have some forces in play that replicate the pressures those pieces of fluff offer: corrupt cops, competing gangs, and bigger and more powerful gangs (and individuals) scuffling for power far beyond the PCs immediate grasp. Groups should be able to come up with their own versions of Duskvol without any trouble, and fill them with the characters and groups they want to see.

But alongside that pre-supplied narrative fluff, the game also has a whole system set up for how to track the relationships and power of the different groups in the setting. I think tracking those is extremely important. That’s how the game tracks that pressure I mentioned above.

Now, there’s no reason the storyteller couldn’t bullshit their way through all of that tracking. That would be pretty normal, in my book. But much as the rules of Traveller are designed to simulate a crew’s constant struggle to pay off their ship’s mortgage, impelled into ever more risky and (hopefully) profitable exploits to stay a few credits ahead of their operating costs and debt payments, I think BitD is designed to push the PCs into bold action at the risk of utter catastrophe. 

I really want to see how that works. I really want the group I play with to try using those interlocking systems (with debt, faction favor & power, etc). I don’t want to lose that in the overwhelmed-GM shuffle.

This is where my ideas about sharing the load come in.

Apocalypse World had some very functional ways to play a two person game, where people would take turns running different Fronts and groups of NPCs for each other. I see no reason not to do something similar in BitD. Each player could handle the basic duties for tracking countdown clocks and behind-the-scenes action for a few of the different factions, and divvy up the responsibility for maintaining a living, vibrant, dangerous world instead of putting most of that on the storyteller.

The obvious sacrifice here is a lack of surprise around some NPC actions. And players would have to be willing to hand over the various factions’ agency to the GM, or else take a turn as the storyteller when their managed faction have center stage. But with a bit of conferring between players and the storyteller, I think it’s perfectly manageable (we’ll have a group of players that I trust to play well together).

I also think it’s worthwhile to encourage or require players to manage factions that their PC is not allied or friendly with. That reduces the temptation to use NPCs to treat their own PC favorably.

I’m curious about doing this in other systems too. I think it doesn’t work as well in games with more adversarial dynamics or hidden information. But there are always chances to offload work from the GM, and to give other players more time playing off each other and with the game’s world. Always a plus.

I really hope this game comes together and actually works out. If it does, I’m sure I’ll have more details to share here in some months. If this idea works, and if that plus having players track all our various debts and whatnot lets us dig into how the system-as-written forces more audacious play, I’ll be pretty happy. Honestly, I’ll be happy to just play some BitD.

Back to LARP writing

I’m writing LARP material again!

It’s been a while. I’ve sat on an idea of mine for a little over a year, and I’m finally having the excited conversations with other LARP friends that keep pushing me to develop it. It’s a good feeling.

I’ve also been writing material for a different LARP that my friends are running. This means taking limited information about national histories, and group goals, and maybe a sentence or two about group flavor, and turning that into 400-500 words of group background with coherent flavor. It’s a rewarding exercise, something I haven’t done recently but have plenty of experience with. Plus, it’s wonderful being able to just produce creative work and share it with people immediately.

I’ve stopped doing that here, for a number of reasons, and I regret that sometimes. Maybe I’ll change that again in the future.

As for the fun LARP ideas I’ve been having, they’re tied to a combination of old story ideas I’ve mused over for about five years and a set of scene ideas that have inspired me in the past two years at Wayfinder. The basic concept: PC groups of treasure hunters and historians return to the ancient places of their ancestors in the Shunned Lands to recover lost relics, and in the process discover both why their old stories refer to a prior golden age and why that golden age ended in catastrophe. The rest of the game is all about facing the consequences of releasing the disastrous remnants of that ancient history.

My excited conversations have mostly been about puzzling through how to produce specific scenes, and what we’d need to make them work. It feels really good, engaging with my WFE friends like this outside of the camp season. That collaborative problem solving and supportive creativity is something I always miss during the rest of the year, when I spend most of my time staring at words and trying to cudgel them into some more effective shape.

Perhaps I’ll be able to work more of that into my other writing routines, and carry that excitement forward.