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Hard Space Redux

The Expanse uses the Epstein drive - a super fusion torch that uses next to no fuel. It is not hard science.

I have had an idea that could make plasma rockets much more efficient - I call it the coronal engine.

One of the great mysteries of the sun is why its corona is way hotter than its surface - the smart money is there being a magnetic induction mechanism being involved.

So what if we use really powerful electromagnets to heat our plasma - we still need to learn the mechanism from studying the sun - and then chuck it out of the back of our rocket. We would need to use electromagnetic and electrostatic forces to contain and direct the plasma.

Outcome - much higher exhaust velocities, more efficient use of fuel, higher achievable thrust without the need for ship sized fusion reactors.
 
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So what kind of acceleration, and how much fuel, can such a drive have? Using your idea I mean.
 
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I am still trying to decide on the mechanics for Lethe, the "Sanity-restoring" drug.

It has to balance two things:

1. Lethe should be tempting enough to use despite its drawbacks, but not powerful enough as to make the entire Sanity mechanic redundant.

2. Lethe should have significant drawbacks which will make its use a dangerous, if tempting, gamble, but not too many drawbacks as to make its use unappealing to players.

Addiction is one such possible drawback, but it has to be balanced, so that it will not be too easy to satisfy, but also still allow the addicted character to adventure (at a price).
 
The Expanse uses the Epstein drive - a super fusion torch that uses next to no fuel. It is not hard science.

I have had an idea that could make plasma rockets much more efficient - I call it the coronal engine.

One of the great mysteries of the sun is why its corona is way hotter than its surface - the smart money is there being a magnetic induction mechanism being involved.

So what if we use really powerful electromagnets to heat our plasma - we still need to learn the mechanism from studying the sun - and then chuck it out of the back of our rocket. We would need to use electromagnetic and electrostatic forces to contain and direct the plasma.

Outcome - much higher exhaust velocities, more efficient use of fuel, higher achievable thrust without the need for ship sized fusion reactors.
How would the numbers look?
 
I have a bias towards original myself. The whole point of reading Lovecraft for the first time is you don't know what's up, you don't know what the eldritch horror is or what it can do, and if you learn at all it's likely to be the hard way. Using Lovecraft's creations in later stories or games weakens that experience, it substitutes the a-ha moment of "which one is this" for the terror in the face of the unknown of "what the heck even is this". So the trend in modern games and tribute fiction of getting all the fine details right of Lovecraft's established mythos profoundly misses the point.


That would suggest a need for random gen of each horror, so it may have elements of extant ones, may have new ones thought up of, but not like any specific combo of the 'known' ones.
 
I am still trying to decide on the mechanics for Lethe, the "Sanity-restoring" drug.

It has to balance two things:

1. Lethe should be tempting enough to use despite its drawbacks, but not powerful enough as to make the entire Sanity mechanic redundant.

2. Lethe should have significant drawbacks which will make its use a dangerous, if tempting, gamble, but not too many drawbacks as to make its use unappealing to players.

Addiction is one such possible drawback, but it has to be balanced, so that it will not be too easy to satisfy, but also still allow the addicted character to adventure (at a price).




Hmmm.
I would say that it has diminishing returns, so it only buys you some time to 'deal' with the horrors before it is ineffective, and you need more and more dosage for any benefit at all.


You could go two ways.

Lethe could just put off the insanity, and you have a lifetime dose of them, like the Rads mechanic in MgT. Eventually you just take too many Cthurads and succumb.

Or.

An overdose of Lethe does not make you insane or do other damage- it makes you apathetic. The disconnecting from deep-seated terror goes too far and disconnects the character from any emotion or reaction to the environment.


So when the horror slithers up to consume the character, character's children and comrades, the character just watches in a stupor and maybe a little relief as all the screaming eventually stops.
 
Hmmm.
I would say that it has diminishing returns, so it only buys you some time to 'deal' with the horrors before it is ineffective, and you need more and more dosage for any benefit at all.


You could go two ways.

Lethe could just put off the insanity, and you have a lifetime dose of them, like the Rads mechanic in MgT. Eventually you just take too many Cthurads and succumb.
I like this. So you mean Lethe would suppress the Permanent Afflictions (effects of insanity) but not recover Sanity itself. You still have to recover Sanity by ordinary means (defeating monsters, resting for a long time, or psychiatric treatment).

Maybe make a Sanity throw for it to work. The lower your Sanity, the less likely Lethe would be to work for you.

I might also add addiction, but this also has to be balanced.
 
That would suggest a need for random gen of each horror, so it may have elements of extant ones, may have new ones thought up of, but not like any specific combo of the 'known' ones.
I think that much of the Mythos is localized. Earth has Cthulhu, Dagon, and Deep Ones. Ghouls are also most likely local. So each colony will have its own hidden horrors... As well as those common to the Antediluvian civilization.

On the other hand, Mi-Go and Elder Things are star-faring aliens, and they might make an appearance.
 
I think that much of the Mythos is localized. Earth has Cthulhu, Dagon, and Deep Ones. Ghouls are also most likely local. So each colony will have its own hidden horrors... As well as those common to the Antediluvian civilization.

On the other hand, Mi-Go and Elder Things are star-faring aliens, and they might make an appearance.


Mi-Go and Elder Things/Primordial Ones do seem like they'd fit.

I'd suggest that nobody calls the Mi-Go by that name.
It's not as if Tibetans are a major factor in colonizing space, right? The migou/yeti reference is pretty obscure, and it's not the only mythic creature Lovecraft brings up in that story. Mi-go is not the actual name of the species.


Maybe the name used comes instead from Russian, Mandarin, Arabic, or Hindi?
 
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Mi-Go and Elder Things/Primordial Ones do seem like they'd fit.

I'd suggest that nobody calls the Mi-Go by that name.
It's not as if Tibetans are a major factor in colonizing space, right? The migou/yeti reference is pretty obscure, and it's not the only mythic creature Lovecraft brings up in that story. Mi-go is not the actual name of the species.


Maybe the name used comes instead from Russian, Mandarin, Arabic, or Hindi?
So Deep Ones would be sometimes called Vodianoi, and the Cthuhu-equivalent Koschei?

And possibly Mogwai for Mi-Go?

https://en.wikipedia.org/wiki/Mogwai_(Chinese_culture)
 
I'd suggest that nobody calls the Mi-Go by that name.


Change the name and jumble the attributes. D&D was recommending that back in the '70s after players began memorizing the Monster Manual and immediately identifying whatever nasties the DM threw at them.

Having what looked like an owlbear not act/attack like an owlbear kept things fresh.
 
Change the name and jumble the attributes. D&D was recommending that back in the '70s after players began memorizing the Monster Manual and immediately identifying whatever nasties the DM threw at them.

Having what looked like an owlbear not act/attack like an owlbear kept things fresh.
Possibly keep the vacuum-resistant fungoid/insectoid characteristics of the "Mi-Go"-equivalent but let them travel by spores rather than "fly on their wings though space" (an idea which I dislike - it feels too much like the Victorian "Aether" view of space). They should have genetic memory so each colony remembers how to produce technology. They infest, creating an environment they like, a bit like the resin from Aliens of The Many from System Shock 2.

Speaking of which, The Many would be a perfect inspiration for a Lovecraftian threat, even if I change their origin.
 
On another subject - with no unified government and with weak Trading Blocks, I wonder how the Scouts would look like. Would each corporation run its own scout service? Will corporate Scouts still receive detached-duty ships? Or is this task outsourced to individual, independent Scouts who work as freelancers for the corps? I like the latter option, and instead of a "detached" Scout you might receive a Scout with a mortgage...
 
On another subject - with no unified government and with weak Trading Blocks, I wonder how the Scouts would look like. Would each corporation run its own scout service? Will corporate Scouts still receive detached-duty ships? Or is this task outsourced to individual, independent Scouts who work as freelancers for the corps? I like the latter option, and instead of a "detached" Scout you might receive a Scout with a mortgage...
Do you think the corporations might like to use individual scouts modtly because say the "official" Scouts (from that supranational regulation organization that also made the credit) require special fees to use or something?
 
Do you think the corporations might like to use individual scouts modtly because say the "official" Scouts (from that supranational regulation organization that also made the credit) require special fees to use or something?
Hmmm... There might be a case for C3 (Colonial Commerce Commission) operating a "scout service" to ensure "neutral ground" communications. This might also be tied to the starport agreements and the distress/salvage laws. I'm not sure this will apply to exploration, though, which might be outsourced to freelancers.
 
Revised History of Hard Space

World War III and Solar System Exploration: 2038-2063 (TL8)
World War III came about in 2038. Luckily enough, it did not materialize into the all-out nuclear Armageddon feared by many. Instead, the war dragged on for almost a decade until all belligerents were bled dry and exhausted by the long war years. In 2047, the war was finally over. The world was in ruins from prolonged conventional warfare and the few nuclear, chemical and biological weapons that did see use in the war.

All sides claimed victory. In reality, there were no victors - just bankrupt and impoverished nations incapable of conducting any further large-scale military operations. Politically, most governments emerged from the war at a very weakened state. They had very little support from the war-weary population. They were mostly powerless to do anything meaningful to reconstruct the ruins of their nations. Into this vacuum stepped the private sector, thrilled with the possibility of profit from reconstruction. Earth's collapsing nation-states no longer had the political power necessary to force taxes or regulations on the larger corporations. Thus these companies grew rapidly in size and power.

Bit by bit, the corporations rebuilt parts of Earth. Not all of it; not even most of it. The corporate arcologies and gated cities provided their residents with the amenities of modern life, unlike the universal poverty of the urban blight surrounding them. Rising in profits, the private sector turned its eye to research and development, as well as the industrialization of the solar system. In the late 2050's, these efforts bore fruit and resulted in a rapid succession of innovations, from suspended animation to controlled nuclear fusion.

The greatest discovery in the history of space flight came in 2061 when a dig of the Cydonia region of Mars yielded weird alien artifacts. This came after long years of rumors and strange accidents caused to spacecraft and ground vehicles in the vicinity of this region. While the Face of Mars turned out to be nothing but an oddly-shaped hill, the region itself appeared to be visited by extraterrestrial travellers, dubbed the "Visitors" or the "Antediluvians". They left behind cyclopian ruins filled with unexplainable and deadly anomalies warping time and space, as well as a plethora of artifacts, the function of which was never fully discerned so far.

First Colonial Generation: 2063-2082 (TL9)
In 2063, research into Antediluvian artifacts recovered from Mars led to the greatest invention of all times - the faster-than-light Jump Drive. It was demonstrated by a historic month-long round-trip to Alpha Centauri by Zhang-Markov Industries's starship Zhen He. Very rapidly - some would say too rapidly - Iron Star Enterprises followed suit and launches their own exploratory starship, John Glenn, on an expedition to Barnard's Star. Thus began the first generation of space colonization.

Space is dangerous, and interstellar space more so. The first interstellar travellers found this the hard way, with high mortality rates among the early explorers who ran into deadly jump drive malfunctions, vicious alien wildlife - and soon enough, inter-corporate rivalry resulting in bloodshed. But mankind continued its march to the stars, despite the small size of interstellar ships allowed by the early jump drives. Colonies soon sprang out on planets orbiting Alpha and Proxima Centauri, Barnard's Star, and Ross 154, as well as small research outposts on rockballs in orbit around Luhman 16 and SCR 1845 6357.

With the vast profits promised by extrasolar assets, corporate competition grew to enormous proportions. In the absence of any effective government beyond Earth orbit, this encouraged cutthroat methods and led to bloodshed. Warfare began with privateering and small, but overt, mercenary actions. In 2070, it grew up to a full-scale war between UEM's Olympus colony on Proxima Centauri c and the Zhang-Markov Arcadia colony on Alpha Centauri 2f. The war raged for a bloody year. In 2071, mercenaries operating for UEM accidentally (or so the official story goes) caused a meltdown of the fission reactor powering the Arcadia 2A sub-colony. The destruction and death toll - as well as the bad press they brought - brought an immediate cease fire. This made the corporations pause and think - such warfare already began rising beyond acceptable costs, and threatened to destabilize the political situation on Earth itself.

The result was the Interstellar Agreements on Colonial Commerce (IACC), signed in 2072 by the Big Four corporations and the three Trading Blocks. IACC set basic ground rules for extrasolar colonization and commerce, banned overt piracy and claim-jumping, and established the Colonial Commerce Commission (C3). The latter began as an inter-corporation arbitration body but grew to a framework of extrasolar corporate governance. It is not a government, as it does not truly govern individual citizens and holds no armed forces of its own. Rather, C3 is a system operating to serve the common interests of the Big Four and the three Trading Blocks - open commerce, avoidance of overt large-scale warfare, and preservation of the corporate order of things. C3's executive body, the Presidium, holds seven representatives - one from each Big Four megacorporation and one from each Trading Block, giving the corporations, as a group, a majority.

Second Colonial Generation: 2082-2106 (Mature TL9)
In 2082, a transit station was built on a strange rock orbiting the dim brown dwarf HSC0801 (now Sheol), linking Sol to the Solar Main in a Jump-1 chain. This allowed larger ships to travel from Sol to the colonies. Together with the development of more robust orbital shipyards and thus a larger number of starships, the second wave of interstellar colonization in the early 2080's, colonizing seven new worlds, of them only two, orbiting 70 Ophiuchi (Tehom) and Gliese 667 (Agartha), turned out to be highly promising garden worlds, with the rest being more amenable to rare and exotic element mining.

This era saw a rise in local warfare and "police actions" on Earth itself. The Trading Blocks moved to consolidate their hold over Earth's devastated and lawless Wilds, and tighten their grip over the urban Blight surrounding the arcologies. They achieved the latter to a reasonable degree, defeating many of the urban gangs plaguing the old cities. However, taming the Wilds was a failure. Equipped with the best corporate-made equipment their limited budgets can buy, the Trading Blocks tried to force their rule over wasteland areas such as the Rockies, the Levant, and Siberia. They attempted to bring "rogue states" such as Iranistan or the Free Republic of Texas into their fold. This failed miserably. The Wilders - as corporate media often referred to such people - had no intention to be governed by the Trading Blocks. They had better knowledge of their terrain. They had much better morale than the underpaid governmental armies. By the dawn of the 22nd century, the Trading Blocks all but abandoned their dream of reconquering the entirety of Earth.

However, this warfare, as well as the horrible conditions in the Blight and the Wilds, drove interstellar expansion. People were, and still are, willing to risk the deathly perils of cryosleep to reach an extrasolar colony. Even though life is harsh on the colonies and death hides behind every corner, this is still far better than living in the blasted wastelands or shelled-out cities of Earth.

Third Colonial Generation: 2106-Present (TL10)
In 2106, research into the alien artifacts and anomalies - while yet far from bringing about an understanding of the Antediluvians themselves - gave scientists valuable insights into meta-dimensional physics and exotic matter. This brought about a new generation of jump engines, allowing both larger starships and longer travel ranges. This opened up new frontiers to Humanity. New expansion began in full swing, doubling the number of extrasolar colonies within a few years.

Today, in 2120, human space boasts 43 primary interstellar colonies. Most are very small in size, especially the remote ones, though Arcadia (Proxima Centauri III) does serve as a home to almost a eleven million people. The frontier is wide open, and starships are "cheap" enough for smaller corporations and all sorts of social and religious movements to afford. Criminals, of course, can afford them as well, and piracy is a blight on the high frontier... This is a time for daring people to go out of the Sol system and seek their fortune among the stars. Many, however, will find there not their fortune - but their untimely death.
 
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Sounds cool.

Muh Rus!:)

Russian cosmism, something I know about only at the encyclopedia entry level (very little) might provide some ideas for weird cults. Or maybe not.
Slavic folklore is full of fey, monsters, undead, and witches. Perfect source of inspiration for darker fantasy and horror.
 
Hmmm... There might be a case for C3 (Colonial Commerce Commission) operating a "scout service" to ensure "neutral ground" communications.


I'd separate surveying from communications and give C3 whatever in the setting passes for the OTU's x-boats system. The larger corps, trading blocs, and even larger colonies would have their own couriers, again much like how the movers & shakers in the OTU have their own.

For surveying I'd suggest a mixture of approaches. The larger corps would have their own surveying assets just as they have their own couriers, certain nations and colonies would have surveying assets, and there would be a number of small independents of varying abilities. Finally and most importantly, there would a surveying corporation.

In the setting, "SurveyCorp" would be to surveying what C3 is to ports, comms, and banking. It is wholly apolitical, trustworthy to a fault, maintains standards, provides training, and plays no favorites. Any organization or government can hire it. Many of the corporate and independent surveyors used to work for it. It also forgets nothing.

While NDAs of various lengths and strengths mean it keeps secrets from outsiders, "SurveyCorp" doesn't keep secrets from itself. It's crews will be briefed about everything the corp knows about that system before they visit a system. This "We Know, They Don't, We Know, They Can't" mindset fosters an almost cloistered corporate culture with a faintly paternalistic mindset towards outsiders.
 
On another subject - with no unified government and with weak Trading Blocks, I wonder how the Scouts would look like. Would each corporation run its own scout service? Will corporate Scouts still receive detached-duty ships? Or is this task outsourced to individual, independent Scouts who work as freelancers for the corps? I like the latter option, and instead of a "detached" Scout you might receive a Scout with a mortgage...

You might like the approach I took with my Scouts as Independent Contractors in my thread on the Fringe setting. Or it may not be close enough to what you're thinking... Just an idea.
 
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