Friday, September 19, 2014

The Perils of Space Travel

Soundtrack: [1]

Space is, if nothing else, a health hazard. Extreme temperatures, radiation, space debris, starvation, suffocation, and vacuum all face the unprepared or unlucky.
 

Radiation


Near Earth or any planet with a spinning metal core, the planet's magnetosphere shields spaceships from the copious ionizing radiation that floods interplanetary and interstellar space. There are three main sources of such radiation: planetary radiation belts, solar flares, and cosmic rays. Of those, the lattermost is the most dangerous because it is the hardest to protect against. Solar flares are also a real risk, despite being lower energy, because of the sheer quantity of radiation. Planetary radiation belts, while extremely dangerous, are usually the weakest around Earth-size planets; however, the belts about gas giants can dwarf even the largest solar flares. Indeed, Jupiter's belt is so horrific that for every two hours spent orbiting Io, a person would receive radiation exposure similar to that of a coronal mass ejection at Earth.

Protecting against ionizing radiation has always been an immense challenge. Early attempts typically involved placing as much mass as possible between astronauts and the radiation, but even still, some cosmic rays penetrated. Over time, more compact power sources and more efficient superconductors emerged allowing for the creation of electromagnetic shielding. This has the benefit of not being mass-dependent, which permits smaller vessels, while not compromising crew safety – as long as it has power.
 

Vacuum


Vacuum is associated with a number of hazards. There is no air, so a human will suffocate in it. It is an amazing insulator, so objects in the shade can approach absolute zero (the local temperature around Earth in the shade is -250° F), and in the sun, can reach millions of degrees (near Earth, sunlit objects reach about 250° F). But most dangerous to an unprotected human is the lack of pressure. Under such conditions, blood boils, air expands, forcing itself out of the lungs, and nitrogen narcosis sets in with a vengeance. All of these combine to create a swift and painful death long before a person can suffocate or suffer a lethal sunburn.

Since the advent of space travel, mankind has found ways around these problems, but even today, the solutions still rely on providing astronauts with what amounts to an environmental suit. They may be lighter, more comfortable, more durable, and more flexible than in the days of early space exploration, but the concept remains fundamentally the same. Spaceships dedicate the majority of their mass to keeping the crew alive, as well. Food stores, water stores, air stores, heating and cooling systems, and a pressurized hull all serve to protect  a ship's inhabitants. Some larger ships – and stations, in particular – even house entire farms for crop production and air scrubbing. Still, they all boil down to sealed, pressurized environments vulnerable to power failure and breaches.
 

Space Debris


While not much of a hazard beyond the orbital space of inhabited planets, where there are people, there is junk, and debris doesn't have to be very large to cause a lot of damage. For instance, a 50 microgram (that's roughly fifty thousandths of a thousandth of a raisin) at a typical orbital velocity of 4.9 miles per second has roughly the same energy as a rifle bullet. And during the first decades of spaceflight, there were estimated to be over 20,000 pieces of debris larger than 4", 500,000 pieces of space debris between 1/2" and 4", and tens of millions of objects under 1/2". Chance collisions with such space junk can rip through hulls, damage equipment – and when encountered in clouds – even alter a spacecraft's course.

While debris removal is an ongoing effort around most populated worlds, spaceships still find it necessary to employ some preventative measures. Most craft have an armored hull to fend off chance collisions and protect against the erosive effects of extended exposure to space dust. Some also use high energy lasers to divert or vaporize larger debris before it can impact the craft. Lastly, foreign ships are often escorted by local orbit tenders who know which orbits are freest of clutter and the safest approaches to a planet's surface.
 

Trapped


No matter how much technology has progressed, and no matter how creative the solutions to the problems presented by space travel may be, always remember that when you are floating between the stars, you are alone. If anything fails, if anything goes wrong, the only thing between you and death is your ship and your wits.





Friday, September 12, 2014

Changing Tracks



After months of work on Starfall, I feel like I need to shift gears a bit.  The ideas no longer come as rapidly as they once did, and I fear stagnation may loom on the horizon. To that end, I will use a trick I learned a long time ago – I’m going to start work on another project. This will let some Starfall ideas percolate while I get to still make progress on something.

To this end, I will began work in a genre near and dear to my heart: science fiction. I was raised on Isaac Asimov, Robert Heinlein, and Arthur C. Clarke. Edgar Rice Burroughs and Frank Herbert expanded my sense of wonder. Audrey Huxley and George Orwell opened my eyes. Ray Bradbury quickened my heart, and more recently, Ben Bova has kindled a new sense of wonder about other worlds. Now, I hope to tap into the awe and wonder inspired by the stories from my youth and create futuristic setting.

Dark Horizons


The new project will draw on works by the previous authors for inspiration, as well as movies such as Star Trek, Star Wars, Babylon 5, Space: Above and Beyond, and Alien; and video games like Wing Commander, Doom, Half-Life, Mass Effect, and Quake 4. I definitely see this as a space opera, but I want to shade that with an underlying sense of mystery, fear, and horror. After all, there are a fair number of literary conventions shared by gothic literature and space opera – strong antagonists, supernatural occurrences (psychic phenomena, collective consciousnesses, extremely advanced or alien technology, etc.), and weak vulnerable figures. Differences between the two genres will probably be settled in favor of space opera, but we will see.

Here are a few ideas I have bouncing around right now:
  • Humanity has advanced a great deal before developing effective interstellar travel, thus bursting onto the galactic scene with some pretty high tech toys. This will result in there not being nearly as many humans as there may be aliens, but humans can still hold their own against them, if/when armed conflict occurs.
  • Humans are still xenophobic, small-minded, and aggressive. This will likely lead to interstellar wars, arms races, and nothing as noble as what Gene Roddenberry hoped for. Aliens will serve as a source of fear for humans; indeed, the only optimistic aspect may be that people will unite against the perceived threat posed by aliens. As such, I will design aliens as the embodiment of various human fears – fear of nature, fear of watchers, fear of death, fear of the unnatural, etc.
  • Space travel, by its nature, is a source of fear. Humans are utterly alone and trapped in a completely inhospitable environment protected by fragile technology. Combine this with other stresses from alien threats, social pressures, political considerations, etc. and interesting scenarios are bound to ensue.
  • Alien worlds should feel alien. And “alien” means any planet that isn’t Earth. This should be achieved by emphasizing the subtle but unnerving differences between them and Earth – the horizon on Mars looks like an enormous cliff a mile away; there is no sound on the Moon; a everything on planet orbiting a red dwarf will be red-tinted and possibly appear a little darker, since human eyes are more sensitive to greens and blues; etc.
  • Something needs to represent the supernatural. Right now, I am tossing between technology and psychic powers. The drawbacks of technology as the supernatural is that in science fiction, science is stressed; it is distinctly not magic – the providence of fantasy. The drawback of psychic powers is that they verge on being magic.  I must give this more thought.
 My To Do List currently includes:
  • Sort out what the Supernatural will be and how it actually works as opposed to how people think it does.
  • Sort out some interesting aliens that represent fears.
  • Sort out human factions
  • Sort out a rough future timeline for humanity
  • Sort out just what technologies will exist.
  • Decide how space warfare should feel: Star Trek’s glass cannons vs. Star Wars’ WWII Naval Warfare IN SPAAAAAAAAAAAAAAAAAAAAAAAAAAAAACE!

Friday, September 5, 2014

Of Dragons





While I have worked up GURPS Dungeon Fantasy-style statistics blocks for over a hundred animals, creatures, and spirits that inhabit the tropical jungle around the megadungeon, I have yet to do anything regarding dragons. Honestly, they didn't even enter my thought until reading +Douglas Cole's recent blog post about +Peter V. Dell'Orto's handling of the matter – which I immediately proceeded to read. A few things struck me about how I might incorporate dragons: they should be mysterious; they should be dangerous; and they should be awesome. I also began wondering what dragons might symbolize within the setting. And this is where it lead:

Dragons in Starfall


Dragons are the embodiment of nature's wrath and might. They represent the most potent of natural forces: blizzards, earthquakes, eruptions, maelstroms, tempests, wildfires, etc. Not completely elemental spirit, but hardly mundane, they are the claws of the World Spirit – avalanches, flames, gales, tsunamis, all made flesh. While the majority of dragons possess a low cunning that easily surpasses that of any animal, very few are sapient, but those few make truly frightful foes when angered. One should note that dragons are not inherently evil, and like everything that is part of the World Spirit, they share in a dichotomy. They are forces of destruction, but in their wake, new beginnings sprout like seedlings the spring after a forest fire.

As embodied forces of nature, dragons are incredibly dangerous, and much of that danger lies in their diversity. No two dragons are ever perfectly alike. Some spit streams of corrosive saliva, others exude toxic miasma, while still others are merely massive eating machines. The most famous power of dragons belong to those who exhale tremendous gouts of flame, but even these can prove unpredictable. Similarly, even the form of a dragon often varies. Some have distinctly avian or bat-like morphologies with two wings and two legs, others resemble titanic flying serpents, and are giant, lizard-like quadrupeds who lack wings entirely. Some have horns; some do not.

Still, dragons do all share certain characteristics. They are distinctly reptilian with thick scales capable of protecting against massive attacks, are incredibly resilient – possibly owing to their strong ties to the spirit world, and they grow to tremendous size. Distinctly supernatural, they are usually highly resistant, if not immune, to most metabolic hazards, don't strictly need to eat or drink (but most dragons take pleasure in both), and don't necessarily have to sleep. They are also believed to exist in both the material and spirit worlds simultaneously.

The peoples of Starfall respond to dragons in a variety of ways, but chief among them is fear and reverence. Naturally, this leads to dragon cults among peoples lacking large, organized religions, or in some places such cults become organized faiths. Dragons are often worshiped for the power they represent, the forces they wield, and in attempts to stave off the natural disasters they herald. Other cultures do not bend their knees to dragons, but rather send brave (or stupid) warriors to kill the beasts before they rain down disaster upon them. These dragon slayers usually meet dismal ends, but once in a while someone succeeds in killing such a beast and is immortalized in song.

Both views of dragons often hold that various parts of the dragon contain great power and may be used to create magical elixirs, charms, or other items. Such folktales claim the claw of a dragon carved into a sword can pierce the hardiest mail, and the eyeball of a dragon can be fashioned into a superb scyer's ball. Others say that the treasure is not the dragon itself, but the trinkets and things it accrues from foolhardy adventures seeking fame and fortune. Still others say that a dragon's true value is in what it can teach those who know how to listen. Considering the great diversity among dragons, perhaps all are true. One could never be certain.

Regardless of what dragons may or may not be, how they may look, or how they behave, they all represent the unrestrained power of nature. They are as diverse as what they embody, and are among the most power and most dangerous creatures in Starfall. They are nature's fury made flesh.