Savage Worlds and Deadlands creator Shane Hensley is also self-professed as a Neo-Nazis

So Shane Hensley, owner of Pinnacle Entertainment Group and creator of the games Savage Worlds and Deadlands also came out publicly to side with the fascist agitator Charlie Kirk, making himself a self-proclaimed neo-nazi.

I feel bad for anyone who plays Savage Worlds or owns any Savage Worlds books. But buying anything from Pinnacle Entertainment Group means you are supporting nazis, and recommending or talking positive about its games means you are supporting fascism.

I assume we will have more such revelations in the coming days and weeks.

Red Box Games RPG miniatures is proclaiming to be Neo-Nazi

RPG miniature shop Red Box Games posted on Facebook that the person running the account is a self-proclaimed Neo-Nazi.

Really don’t have anything more to say about this. Don’t do business or associate with fascists. If you were to buy anything from Red Box, you would be funding hate crimes.

Fuck Charlie Kirk. Good riddance that this piece of shit got killed by one of his fascist buddies. If an afterlife exist, he’s roasting in hell.

Traveller is Retro-Futuristic

Traveller is an endlessly fascinating game to explore in the 2020s. Its first release was only three years after Dungeons & Dragons, but unlike D&D, which really is just a name and a couple of archetypes attached to a number of very different games, the revised 2nd edition Traveller from Mongoose has changed very little from Classic Traveller. Even though there have been about as many different edition over the last 48 years. And like D&D is sticking to some mechanical elements because they are traditional, even though their original purpose hasn’t existed for over 30 years, Mongoose Traveller is sticking to some terminology even when it’s completely outdated by now. While Traveller is presented specifically as a generic sci-fi game about characters who own and operate a small private cargo ship, and the rulebooks of the various editions come with no description of an assumed default setting, fans have long recognized that, just like the earliest edition of D&D, there is actually a lot of worldbuilding being done in the tables and character options. If you don’t alter the tables and mechanics to make the rules fit the world you have in mind for your own campaign, they do reveal quite a lot about the default assumptions that probably seemed obvious and not requiring any explicit mention at the time of writing almost 50 years ago.

The first thing where I noticed it is with the types of armor. One of the basic types of body armor is “flak jacket”, which comes at the standard Tech Level 7 version and the improves TL8 version. Flack jackets were an early type of modern body armor common in the Vietnam War and introduced in the early 50s. So a TL5 technology. The flak jacket can be seen as an ancestor of modern (TL7) ballistic armor. But calling those flak jackets is like calling a modern car a motor carriage. In the mid-70s, this was an appropriate term to use. I don’t know if sticking with it was a deliberate choice or ignorance on the side of the most recent writer, but I do find it quite endearing. Maybe the world of Traveller is so retro-futuristic now that they actually do have flak jackets in space?

Another thing that had been puzzling me for a while is with some of the Trade Codes. They have names like “Industrial”, “Poor”, “Ice-capped”, or “Non-Agricultural”, that seem like they would be entirely self-explanatory. But creating some planets and checking which Trade Codes apply to them, I found it weird to see some codes applying to worlds where I think they don’t fit, or planets not qualifying to a code that I think they really should have. “Industrial” is the one that stands out the most. Somehow none of the homeworlds of the big shipbulding species and their major factory worlds did qualify for being “Industrial”. Either their population was too small, or their atmosphere wasn’t one of the correct types. So let’s flip the question around: What conditions are required to have an Industrial World.

As it turns out, the planet must have a population of at least 1 billion people. So just having a planet whose economy is dominated by heavy industry is not enough. It has to be industry on a massive scale. And second, the atmosphere has to be either non-existent, tainted, exotic, corrosive, or insidious. Or, in all cases, non-breathable to humans.

“Why would anyone pick a planet where they can’t breath to settle a billion people?” I was asking. But that’s looking at it from the wrong side. Nobody would do that. Instead, the planet started with a population of billions of people, and then the air became unbreathable. That’s the intended meaning of an “Industrial World”.

I was born in the mid-80s. I didn’t become aware of what was going on in the world until the early 90s. I remember acid rain. I remember Forest Death. I remember lakes being covered in dead fish as far as the eye can see. I remember “wild mushrooms are radioactive”, and the latest reports of radioactive contamination in milk. Americans might remember the river being on fire 14 times in Cleveland alone. Yes, climate chance can cause a lot of damage on a global scale. But toxic pollution and it’s local and regional environmental effects before the 90s were on a level that is hard to comprehend now. The idea that a planet with a focus on heavy industry on a massive scale would be a toxic wasteland probably seemed very logical and obvious back in the mid 70s.

That’s why the industry has to be on such a massive scale of billions of people. If the population is smaller, they don’t have the capacity to poison the global atmosphere. And if air is still breathable, then it is not “industrial”, no matter how big its manufacturing sector and its output of goods is. Almost all the goods that can be found on Industrial worlds (excepts polymers and robots) can also be found on High Tech worlds. So non-apocalyptic advanced manufacturing is possible in the world of Traveller. Though High Tech means Tech Level 12 or higher. Which is very high.

Psychic Powers in Iridium Moons

Magic is probably the biggest challenge with worldbuilding I’ve always had. I do like supernatural and mystic stuff, but I just really don’t care for magic spells. I always knew that I wanted to have a mystical element in Iridium Moons, but always kept that off for later. Early on in the development of the setting, when I wanted to stick to realistic physics, demographics, and economy unless necessary for a Space Opera, I had the idea that people could be trained to have a greatly heightened sense of intuition by subconsciously processing information in parallel to logical reasoning. That seems physically and biologically possible. That idea was very much inspired by the mentats from Dune.

I’ve been diving into Traveller for the last three weeks, and that game does come with a default optional system for psionic powers. It’s very generic (like everything in Traveller) and basic, and from what I’ve been reading across the internet, most people never use it in their campaigns. Even though they does exist in the official setting, psionics are super illegal in the main empire as it is very strongly associated with their main rivals as their signature power. So illegal and hidden underground, that it could just as well not exist in most campaigns, and just way more trouble than it’s worth by painting a big target on your back. I can understand that. It’s not really interesting or inspiring as written, and the most popular setting makes it even more unattractive to characters.

But last week, James Maliszewski wrote about the big impact that spiritism and Theosophy had on Pulp Fantasy. Which reminded me of the very similar story of how psychic powers became a default element of sci-fi in the 50s to 70s. Some very prominent writers and a very influential magazine editor had really high hopes in the big breakthrough in parapsychology research being just around the corner and gave it a big presence in many of the popular stories of the time. I made the deliberate choice to step away from realism and tilt fully over to straight up space fantasy and to go for a very retro-futuristic aesthetic. I think classic psychic powers are pretty much a must for that.

My still early idea for Iridium Moons is that the psionic field is a regular element of the physics of the universe and always has been, but it is usually only interacting very weakly with the electromagnetic field that controls electricity, magnetism, radiation, and atomic bonds. So weakly that it’s an almost invisible phenomenon in everyday life, and that almost no creatures have ever naturally evolved to gain any traces of psionic powers.

However, a rare mineral called midorin, that only forms naturally on planets inhospitable to life, does significantly amplify interactions between the electromagnetic and psionic fields. Midorin is a soft and brittle, pale green mineral similar to soapstone or asbestos. Many reports of mines on remote planets being haunted and miners having uncannily accurate dreams and hallucinations were traced back to traces of midorin in the rock. Near high concentrations of midorin, the mere presence of people can cause anomalous physical changes in the environment as their brain activity disturbs the psionic field, which amplified by the midorin affects electromagnetic phenomenons.

Miners working in midorin-rich rock were the first people to display signs of real telepathic abilities, that only had been considered as archaic superstition and fraud for centuries. These abilities were connected to particles of midorin dust they had breathed in and made their way into their brain. This led to the development of the synthetic drug midorinol that can be injected into a person’s brain and then be subjected to radiation that causes it to form networks of microscopic midorin crystals inside the the brain’s neural pathways. These midorin filaments then serve as an amplifying antenna between the brain’s neurons and the psionic field. Disturbances in the psionic field can stimulate reactions in neurons, making it possible to sense psionic phenomenons and activity. And in reverse, electrical activity in the brain can produce psionic waves.

Over time it became clear that only a limited number of people possess specific brain structures that make it possible to learn to use this psionic sense to manifest useful powers. And of course, with a procedure as this, there is always a considerable risk of causing significant brain damage to the subject. While midorinol is quite expensive, psionic researchers are always looking for volunteers (or other subjects) who are physiologically suited to attempt the procedure, to study the process of developing psionic powers. They will often cover the entire costs, and in some cases even pay people for agreeing to undergoing the procedure, as long as the subject agrees to be studied while undergoing training, typically for a four year period.

Psionic powers in Iridium Moons cover the aspects of telepathy, clairvoyance, and awareness (which is actually body control). Teleportation is definitely out, and I am currently leaning strongly towards excluding telekinesis as well. That still leaves quite a broad range of potential powers that characters can learn. Psionic characters are quite rare in society, but many organization manage to recruit small numbers of them into their ranks. Compared to many other magic systems, telepathic powers in Traveller are quite limited in what they can do, and psions can only use them for a few short moments before they become too exhausted to continue. Midorin compounds mixed into building materials make them opaque to psionic powers like a Faraday Cage interrupts electromagnetic signals. This makes it fairly easy to shield small spaces from psionic intrusion. Shielding individual people is also possible, but carrying psionic disrupting objects on the body for prolonged periods is disorienting and uncomfortable, as it scrambles the natural very subtle influence the psionic field has on all brains at all times. Alternatively, midorin-based drugs can suppress any psionic abilities in a person for several hours, and it is widely accepted that certain high security areas can only be entered by known psions if they take an injection. This is also commonly done for the apprehending and arresting of psions, but keeping them drugged long term without holding them in a shielded area instead is widely seen as abusive treatment of prisoners.

Sector map blanks for Traveller, Cepheus Engine, and Stars Without Number

I made these sector hex maps for Traveller, Cepheus Engine, and Stars Without Number in GIMP for everyone to use. Got them in white if you want to print them out, or in black if you want to fill them out in image software. The default size in  is 8 by 10 hexes, but I also made one in double width at 16 hexes wide, and if anyone wants to use it also in 12 hexes wide.

I’m also sharing the original .xcf-files if you want to fill them out or change the colors in GIMP or some other program that can open them. The files are set up with a correctly scaled grid, so if you enable “Snap to Grid” in the “View” menu, you can always fit every star perfectly in the center of every hex.

I made the maps as big as they are because GIMP gets a bit fussy when trying to color along vertical lines. If this size is impractically big and the computer’s memory complains, you can just scale them down to 50% and they will still look just as crisp. Under “Image” > “Configure Grid”, you can change the spacing to 43.31 and 50 pixels to match the new hex size.

These are all free to use and share in whatever ways you like. CC0, or something like that. Knock yourselves out.