I have been playing Star Wars recently with my regular group, first using the Genesys rules and (since yesterday) using a port of the Coriolis rules, because we’re all sick of Genesys. The Star Wars universe is fun and, like D&D or Lord of the Rings, has that particular positive quality that you can settle into it without knowing anything about it – it just feels familiar. Plus, running around on missions for the Hutts is fun, what could go wrong? However, it is beginning to feel like the Star Wars universe suffers the same problem I have identified with the Harry Potter universe – it is fine so long as it is kept within a very specific and narrow narrative framework but once you try exploring it freely as an adult outside its original confines it falls apart fast. I want to try examining how in particular the Star Wars universe is weird, first from the perspective of the weird inconsistencies in the amount of energy available to its denizens, then through a discussion of how we should interpret the inequality of the rim relative to the core in light of these calculations and what we know of its history, and then through some specific examples of how this affects e.g. energy weapons and the existence and behavior of Hutt space.

How Many Dyson Spheres do You Need?

First let’s do some energy and energy density calculations, and introduce some reference values, by way of setting the context[1]. First, from this Forbes article (?) we can establish that the amount of energy required to destroy a planet like Alderaan is about 2e32 Joules[2]. That is, 2×10^32 Joules. Some quick online searches tell me that the sun outputs 4×10^26 Joules. So the Death Star is, to all intents and purposes, a Dyson Sphere wrapped around an artificially-created star, and because we know from the three original movies what the time frames are, it takes the Empire about 3 years to build one.

From a random and quite wild blog post we can estimate the death star to have a mass of about 2e18 kg, meaning that it has an energy density of an astounding 10^14 Joules per kg, if the whole thing was a giant battery. We will return to this information a little later. Here are some other random bits of information about energy:

  • The population of the earth consumes about 2×10^20 Joules of energy per year, meaning that if we assume most of that energy is consumed by 100 million rich people, the average energy consumption of the richest societies on earth is about 10^12 Joules in one year
  • If we assume an X-wing fighter weighs about 20tons, the energy required to accelerate this thing to 10000 x the speed of light (10k C) in one second would be about 10^4x3x10^8x2x10^4 (using energy required as mass times the final speed obtained, i.e. the change in momentum) which is, essentially 6×10^16, let’s say 10^17 Joules
  • Apparently a star destroyer weighs 40 million tons, which means it would take 10^20 Joules to get to the same speed[3]
  • A typical nuclear reactor produces a GW of power, which is 10^9 Joules
  • The original steam engine, the Watt engine, invented 250 years ago, generates 6 horsepower or about 4200 Joules, 4×10^3 Joules. So over 250 years we have improved our energy generation capacity by a factor of a million. But note that nobody in the modern world uses a Watt Engine to do anything!
  • A modern LIthium-ion battery has an energy density of about 750000 Joules, that is 7.5×10^5 Joules.
  • A lead-acid car battery has an energy density of about 150000 Joules, which is 1.5×10^5 Joules. I think this means that energy technology has developed much more slowly than energy generation – let’s say at the ln() of the rate of energy generation[4]
  • The Star Wars galaxy has a population of one hundred quadrillion sentient beings (10^17 people) over 1 billion (10^9) planets. I call bullshit on the latter number, since I’ve seen the map, but let’s go with it
  • A typical nuclear reactor has a 30-70% energy efficiency, with the rest of the power escaping as waste heat. If this profile applied to the Death Star it would be as hot as the sun, so we have to assume that it has almost perfect efficiency in power generation

So let’s look at how some of those numbers work out. Dividing the energy in the Death Star by the population of the galaxy, we find that every time the Death Star is fired it generates enough energy to enable everyone in the galaxy to have a standard of living 1000 times better than the richest people on earth. During the battle of Yavin the Death Star was fired multiple times. Just to be clear I’m going to put this in quotes:

Every time the Death Star is fired it uses enough energy to maintain the entire sentient population of the galaxy at the standard of living of the richest people on earth for a millenium

So over the 3 years of the original 3 movies the Empire generated and wasted enough energy to maintain the entire population of the galaxy for about five aeons. By way of contrast, the Republic presided over an era of peace for a thousand years.

That’s a lot of energy! Another way to think of this is to imagine that the Death Star has an energy system that is 99.9999999% efficient, that is only 0.0000001% of the energy generated is lost during the firing process. This is obviously necessary, to ensure that the waste heat generated is orders of magnitude less than the temperature of the sun. That number is 10^-8%, or as a decimal, 10^-10. If an enterprising engineer on the Death Star noted this waste, they might be able to tap it, and would thus be able to drain off 10^22 Joules of energy – enough energy to maintain their home planet’s population for 100 years if their planet was as populous as earth. This is very similar to the situation in Harry Potter, where the magical world’s rubbish is valuable enough to muggles that they can use that rubbish to change their entire lives.

Another way to think about the energy differentials involved here is to contemplate the scale of energy required from an X-wing to a star destroyer to the Death Star: we go from 10^16 J for the X-Wing through 10^20 J for the Star Destroyer to 10^32 J for the Death Star, a factor of 10^16. Compare with the ratio of energy generation from the nuclear reactor to the Watt Engine, of 10^6. We are seeing people living in and working with devices with energy density that is so far below that of the peak technology that it is as if people living on earth were using windmills to power every aspect of their lives, as if every day we saw Watt Engines alongside nuclear reactors – but three orders of magnitude greater in difference. More like if there were people living in urban Tokyo who could barely produce fire, while the rest of us cruise by in nuclear-powered cars.

Post-poverty Science Fiction

The implication of this is first and foremost that the Star Wars galaxy has levels of inequality that are staggering by even the worst standards of earth. Every three years the society of Star Wars is able to build a Dyson Sphere wrapped around an artificial sun, and fly it almost instantly to anywhere in the galaxy, where they can casually blow off enough energy to maintain the entire population of the galaxy at elite standards of living for a millenium, but Luke’s Uncle Owen is struggling to get by on Tatooine as a moisture farmer, pawning broken-down droids off of passing Jawa who live in conditions little better than those of a 19th-century gypsy. Tatooine isn’t the only planet where we see this poverty: the forest-moon of Endor, the planet where we first meet Rei, Jah-Jah Binks’s planet, and pretty much every planet we see in Star Wars is living in conditions little better than or a lot worse than a typical rural area in 1970s earth. In a sense this is similar to how there are people in rural Nigeria who have modern smartphones and a TV but no access to modern health care and unreliable electricity. But the difference is that those of us in the Imperial core on earth do not have access to energy sources 10^16 times better than those people living in Nigeria. In fact the World Population Review suggests a maximum of eight-fold difference in energy use between poorest and richest regions (though it has limited data on Africa). The inequality in the Star Wars universe is staggering, so great that is essentially unmeasurable with any meaningful metric.

And it’s not like this is the fault of the Empire, either. We don’t see any evidence anywhere in the first movie that Tatooine is a once-great, super-rich society reduced to poverty by Imperial neglect or mistreatment – in fact in that movie the Empire has only been around a couple of years (a decade?) and the Republic “presided over a thousand years of peace.” All that inequality and ruin on the edge of the empire is the fault of the Republic, and nothing is presented anywhere to suggest otherwise. Now it could be argued that the Empire has been wastefully using resources on building mobile Dyson Spheres for war, which fair enough, but why wasn’t the Republic investing in these backwaters?

They deserved to be overthrown, didn’t they?

How small can a blaster be?

This also has consequences for in-game mechanics, which could be interesting or alarming depending on how you approach the fantastic scale of energy generation in the galaxy. While converting our system to Coriolis rules we have been discussing the damage blasters do, and trying to distinguish between blaster pistols and blaster rifles – Coriolis and Genesys both have low damage settings, which makes it difficult to easily distinguish weapons from one another since a sword might do 2 damage and a dagger 1. But I noticed, based on the scale of these energy values, that the ridiculous energy densities of the machines in the universe suggest that any blaster of any size would contain so much energy that it could effectively disintegrate a human being with a single shot, and the form and function of any blaster pistol or rifle in the universe is essentially aesthetic. Consider the X-wing, which weighs 20,000 kg and can generate 10^16J of energy. That’s 10^12J per kg, and much higher if you look at just the engines. Or a light saber, which can run forever on a battery the size of the palm of your hand with enough energy to cut through steel or humans. There’s no reason to suppose that a blaster pistol and a blaster rifle would have any noticeable difference in damage from each other. The battery required to provide essentially infinite shots of plasma capable of eviscerating a human would probably weigh a gram in the Star Wars galaxy. It’s entirely possible that a blaster rifle that actually had the Cumbersome-3 quality would have enough energy to collapse skyscrapers. I suggested we price blaster pistols and blaster rifles only by damage done, and that the difference between them was that the greater stability of a rifle configuration allows it to fire at longer range and to use the aim action. If we don’t do that then we are essentially working in a setting where our weapons are the equivalent of police in our own world carrying nothing more effective than pebbles, to fight gangsters driving tanks. If you look even superficially at the energies involved in the Star Wars universe you start to notice a lot of things are wrong!

How much effort is too little?

This stupendous inequality also has implications for the entire concept of Hutt space. In the original movies we don’t see any background information about the Hutts, except to know that Jabba is a notorious gangster lording it over at least one section of a backwater desert planet. But in the games (and I assume the broader canon) Hutt space is a sprawling zone of the galaxy that covers a pretty big wedge of the galaxy and spills over onto at least one major trade route (the Corellan route). This is an area that is supposedly only nominally under Imperial control, a situation that existed before the Empire, and is controlled by competing clans of Hutts who are essentially gangsters, who the Empire attempts to cooperate with but has been “unable” or “unwilling” to completely dominate.

But why? Why would an empire that can build two Dyson spheres in three years give a flying fuck what the Hutts think? Why would an empire that can mobilize soldiers from a population of a hundred quadrillion people, deliver them anywhere in the blink of an eye with spaceships that can generate more energy than most planetary economies, let this happen? One of my fellow players suggested that this is because controlling the Hutts is “too much effort”. But what is “too much effort” to a society that can fire off a millenium of luxury energy in a second, an economy so powerful that the waste energy from one of its flagships could fuel the industrial revolutions of a thousand planets? What, they get tired? It would take them a week to invest every planetary HQ of every Hutt clan, and when the leaders had all fled to Nal Shaddaa it would be the work of a couple of minutes to rock up and vapourize all of them. Or, if your Death Star is out of commission, you blockade that planet and wait 3 years to build another one, then rock up and vapourize them.

The mere thought or conception of rebellion is not even possible in a galaxy where your leaders can rock up with a Death Star on a moment’s notice. It’s not like ancient Rome where you get warning that the bastards are coming months ahead, as they cross rivers and ride over mountains. They just turn up, a couple of minutes or hours or days after they left their last system, riding on a Dyson Sphere wrapped around a star that they built, and you have precisely five seconds to pledge your allegiance, hand over the traitors or get turned to cosmic dust. And all you have in reply is the galactic equivalent of a pen knife.

Another argument for the Hutts is that the resources they ship to the empire in exchange for their nominal independence are a reward in and of themselves, but this makes no sense in a galaxy where you can build a Dyson Sphere wrapped around an artificial star, that is a weapon. Who is going to deny you anything? And what could you possibly need? The answer of course is Kyber crystals (which are apparently needed for your artificial stars) but what is an easier way to get them? Collaborating with a large criminal network, or rolling out so much energy and luxury goods that the entire galaxy is 100 million times better off than it was just 3 years ago, and everyone is happy to go along with your plans? If they stopped building star destroyers and Death Stars for just one year they would have so much energy that everyone in the galaxy could live in luxury like the Hutts. Who would be a gangster then? It’s inconceivable that the Hutts have anything the Empire would want that they cannot buy or take.

SF’s imaginary failures

It’s very easy when you are developing visions for new worlds to have them be incoherent and inconsistent on closer inspection. Almost all of them are. But it’s very interesting to me when they are incoherent in a way that suggests either that the fundamental social structure of the world is evil, as in Harry Potter, or the game designers really didn’t know much about how the real world works, as in Feng Shui. In this case the broader Star Wars universe seems to reflect both of these properties – I feel like people who understood how the real world works might have noticed the massive inequalities in their imagined world, and I also think they should have noticed that almost all of the social problems we see in the Star Wars galaxy are the Republic’s fault. Apparently George Lucas envisioned the rebellion as the Vietnamese and the Empire as the USA, but I think that’s a flawed vision since the rebellion is happening within the Empire, while the Vietnam war happened outside it (say what you want about the USA’s many bad geo-political practices, but Vietnam was not part of US territory before they started the war). And the inequality between the USA and Vietnam in the 1960s was not in the same order as the inequality between, say, Tatooine (not part of the rebellion!) and Coruscant in the Star Wars galaxy. In fact I would guess that the inequality between the life of a Roman Patrician and the poorest heathen resident of Britannia just by Hadrian’s Wall would have been smaller than the gap between Admiral Ozzel and Luke Skywalker. George Lucas didn’t have to think about this much, just as he didn’t have to waste much time on the structure of Hutt space, because we just got glimpses of all this stuff, fragmentary visions of a world of good and evil laid out before us as we romped through it. Was Jabba the Hutt even a planetary-level gang boss? Who knows! But once you develop the extended universe you have to figure this out, you have to systematize these ideas. I personally think it would have been much better to have the Hutts not be gangsters overall, not have a concept of Hutt space, and have Jabba the Hutt be a unique gangster in command of a single planet’s underworld, as others of other races are in other isolated parts of the edge of the empire. But no amount of careful world-building can overcome the enormous, staggering inequality at the heart of the galaxy, because it’s there in the original canon.

Better examples of how to handle these problems are shown by Iain M. Banks’s Culture series, or in Firefly. In the Culture series we see a society that might be capable of building a Dyson Sphere (they probably would consider it too trashy a thing to bother with), but they don’t hoard the tech – they distribute all energy and wealth freely to whoever wants it, and nobody lacks for anything except by choice. This is the only logical endpoint for a society that has so much spare energy floating around that it can build its own stars and wrap a Dyson Sphere around them every 3 years[5]. There’s no rebellion from within the Culture because nobody needs anything from anyone, there is no inequality or even money. It’s luxury space communism!

In contrast, Firefly also takes place on the edge of the empire, in outlying colonies living in grinding poverty, lawless planets and systems where gangsters control the lives of poor and desperate people while the elites in the centre look the other way or send punitive expeditions to meddle in the lives of these people on the edge who they see as trouble-makers and scoundrels. But the society of Firefly doesn’t have infinite resources, can’t build Dyson Spheres, doesn’t have the power to blow up planets, in fact can’t even properly run a randomized clinical trial of a happiness drug. There is still inequality but it is believable in its magnitude, exists for explicitly social reasons and is the central friction driving the plot. In contrast, in Star Wars we never really find out why there is a rebellion. They don’t like the Empire, something about freedom etc, but we don’t see anything about the material or political structures underlying this rebellion. All we know is that the location of the secret rebel base is in the hands of a Princess. It kind of stands to reason that there would be staggering inequality in a Republic run by Princesses, doesn’t it? But we don’t get to ask any of those questions.

To be clear, it’s fine to me that this happens in the original three movies, I’m down with the Rebellion as soon as the show starts and I don’t need any motivation to be on Luke’s side, I know how to watch a movie. Blowing up Alderaan confirms for me that the Empire are the bad guys, even though I don’t know what the Republic did to people. That’s okay in the movies, but now my character Dita Voss is doing these jobs for the Hutts and I’m having to figure out why in this galaxy we even have Hutts and gangsters and human trafficking and poverty and contract workers in the shadow of a Dyson Sphere. Once I start exploring the broader galaxy of the expanded universe, and thinking about things like how smuggling works, why the Hutts run this system, why these planets are so poor, who I should really be trying to kill, I begin to run into big inconsistencies in the way it’s all laid out. And given the recency of the Empire, and the obvious persistence of these problems, I am starting to think I need to look further back in time to find someone to blame. And Dita Voss is starting to wonder if there is a Quelchrist Falconer she can turn to, who might have a better plan for the future, in which the Death Stars get turned on all the ruling houses, then melted down into ploughshares.

We will need something, after all, to plough all that blood and bone into the soil of our new utopia, once those distant star lords have been dragged out of their towers of infinite energy and down into the dust beside us.


fn1: A word of warning, it has been 30 years since I studied thermodynamics and electromagnetism so I may confuse some measures of total energy and flow of energy. Be patient with me!

fn2: I think that article suggests we can lower the amount if we assume it uses the planets gravitational dynamics against it, but this is inconsistent with the use of the Death Star’s main weapon in Return of the Jedi to blow up spaceships, which have no meaningful gravitational effects.

fn3: Here I’m assuming no special amount of energy required to break the light barrier or do the weird physics of hyperspeed, and assuming that the punch to light speed takes about a second. I chose 10,000 so that an X-wing can travel about 10 light years in half a day, which is consistent with the amount of time it took the pilots in Episode IV to get to the Death Star from their rebel base. An alternative method is to imagine that the hyperdrive converts their mass to energy and then transfers it, in which case the formula would be mass x 10^16 (E=mc^2, a formula originally identified by Chewbacca); in that case an X-wing requires 10^20 J and a star destroyer 10^24. But note if this is the case that the Death Star would require ~10^34 Joules to enter hyperspeed, which is more than is required to blow up Alderaan and is the energy of 100 million suns. I can’t abide those numbers! But feel free to update the wildness of this post with higher figures for hyperspeed if you want.

fn4: You could argue that this is unreasonable since batteries didn’t exist when the Watt Engine was invented, and that in a galaxy a long way away and a long time ago they just have different battery tech. The light saber certainly seems to suggest so

fn5: And remember, once you’ve built one of these bastards the next one is easier. You now have the energy of a million suns at your disposal in one mobile platform that moves faster than the speed of light, you can do anything, build anything. Need resources? Rock up to an inhabitable planet and turn it to rocks, then send in the mining drones …

Dita Voss was born and raised in the Numenorean Argosy, a large fleet of ships that moved through the galaxy as a caravan, centred around the ancient behemoth called the Numenor. The Argosy was composed of thousands of ships, ranging in size from single-family yachts to kilometre-long hospital ships and resource barges. They traveled approximately together, though at any time a small portion of their number would be away on trade missions separate from the main body of the fleet. The Argosy was in part a self-contained economic entity, its member ships providing services to and producing goods for each other, but its primary means of external trade was the provision of mechanical and computer services to the myriad small, independent starbases, mining colonies and space stations of the galaxy. The Argosy had accreted slowly over thousands of years, and amongst the crumbling engine rooms and cockpits of its ancient ships the fleet held knowledge and expertise on almost every technical system that had ever been used in the galaxy, as well as starmaps detailing the location and complement of mining stations, gas harvesters, deep space research bases and colonies that had been established so long ago that knowledge of their construction methods, components and sometimes even coordinates had been long lost to the majority of the galaxy’s settled societies. The arrival of the Argosy at one of these legacy structures led to an orgy of trade and renewal, as technicians on the bases seized the opportunity to gain access to old blueprints, fashion spare parts for systems that had been held together by jury-rigged components for generations, and restart auxiliary (or sometimes essential) computer and life support systems that had long since been given up for dead. Sometimes they would pay the Argosy to take one of their young onboard as an apprentice, who would travel the galaxy for a decade training in mechanics or computing or electronics, to return to their home base years later with a deep and enduring knowledge of everything that could go wrong in even the most obscure of systems. Droids that had been shutdown for centuries would be repaired and restarted, their long lost knowledge returned to colonies and mining stations, and data storage systems whose access mechanisms had long since ceased working would be turned over to the Argosy, passed from hand to hand through ever-older ships until somewhere someone found a lovingly-maintained device that could read the lost data and return it to its owners. Sometimes a colony that had regressed to almost stone-age technology would have a memory of the last visit of the Argosy, centuries or millenia earlier, a cave painting or a religious fresco, and its return would be the opportunity for the renewal of a society, the overthrow of tyrants, the start of a new renaissance.

Such was the vital role of the Numenorean Argosy at the Edge of the Empire, until the Empire realized its value and completely eradicated every single living member of its polity.

Everyone, that is, except Dita Voss.

Dita Voss

Dita Voss was planetside when the Empire struck the only home she had ever known, helping an obscure religious order to retrieve data from a servitor droid that had crashed an eon earlier, taking with it precious fragments of their religious knowledge. Above her the Imperial SPIDER Unit tore through the myriad ships of the Argosy, destroying any who opposed it and rooting out every byte of information they could, while she worked quietly and earnestly in the chilly crypt of the ancient order’s long-abandoned hilltop shrine, patching together systems that were so old even the language of their manuals was a barely-remembered legend. In galactic terminology Dita is a slicer, someone who can work with computer systems – programming them, breaking into them, subverting them and hacking them to make them do her bidding. She had been trained for years in the manifold computer networks of the relic sites on the empire’s rim, helping to disable rogue defense systems for their owners, reworking neglected mainframes for a new era of information, and sometimes helping mining communities to establish secure uplinks that were protected from spying by big corporations or imperial agents. But she had never been trained in anything except the rudiments of combat, and so when she emerged from the dusty cold of the underground chambers to witness the remains of her ancestral home tumbling flaming from the sky, there was nothing she could do to help. She could only watch in stunned disbelief as the Empire destroyed what, for slicers and mechanics across the galaxy, was the greatest library of knowledge that had ever existed.

The order hid her in their crypts, and kept her identity and location secret when imperial troops came looking for any survivors of the carnage. Fortunately for Dita, her contracted task had been entirely communicated by word of mouth between herself, her grandmother and the order, and there was no record of her presence on the planet. Her grandmother had died in the first assault, the secret of Dita’s mission dying with her, and so she was able to hide and emerge safe from the destruction of the Argosy. The order gave her a little money, an ancient slugthrower, some stun grenades the imperial agents “misplaced”, and some basic survival gear, and helped her to hide until the SPIDER unit was gone. In exchange she promised them that she would exact her revenge, and somehow recover all the knowledge she could that had been taken from the Argosy.

With just this obligation – this oath of revenge – to sustain her, carrying everything she owned on her back, Dita Voss set out into the world, determined to right a great wrong, and to restore the legacy of the Argosy. Dita is young though, and inexperienced in the ways of the world – she will need a team to join if she is to make her way. Once carefree and lighthearted, she is now burdened with the loss of her family and community, and carries this great tragedy with her. Nonetheless she is young, and she remains cheerful and optimistic in the pursuit of her ordinary daily life. She loves all things technical, and never backs down from a challenge, believing she has never met a computer she could not overcome. Now, though, what was once an aimless and joyous pursuit of technological skill for its own sake has become a finely-honed weapon against the Empire, a mission to find and restore the lost knowledge of the Argosy, and to wreak revenge on everyone who was involved in its destruction. Give her a ship, a team and a chance, and she will change the galaxy!


Illustrator note: The top image is by The UncannyKen on DeviantArt. The second picture is from the Coriolis Last Cyclade book

Recently in conversation with one of my players I was led to ponder whether or not SpaceX is revolutionizing space travel, and whether it has driven costs down to new record levels. My initial response was skeptical, but upon reflection I thought there should be data on this, and it should be possible to make some judgements about whether SpaceX is really doing what people claim. This post is an attempt to understand whether SpaceX rockets, in particular the Falcon 9, really are as cheap as people say, whether SpaceX has revolutionized space travel, and what we can expect in the future from this country or from rocketry in general. The key objectives are to:

  • Determine the truth of the claims about the cost of SpaceX rockets
  • Compare these claims with historical trends in rocket prices
  • Examine the role of reusable rockets in these trends

I hope by the end of this post to penetrate some of the hype around this company’s work, and understand a little more about the economics of space travel generally. A warning: this post is likely to be long, involves lots of dry figures, and is predicated on the assumption that Musk is a dishonest businessman.

Why do this?

First of all, why do this at all? Partly because it’s a rainy public holiday here and I have nothing better to do, but mostly because I think Elon Musk is an utter and complete fraud, who lies about all his companies’ activity, over-hypes his products, delivers dangerous, over-priced or poor quality goods, and wrecks the companies he runs. This is obvious for Tesla, Solar City and (now) Twitter, so it doesn’t seem unreasonable that the same would be true of SpaceX. But unlike Tesla and Twitter, SpaceX does seem to be delivering an actual usable product to high performance standards, so maybe its achievements buck the general Musk trend towards hyperbole and failure? However, on the flip side, Musk has spent a lot of time hyping his plans to go to Mars with SpaceX and everything about that project is obvious vapourware, hype and bullshit. The Youtube Common Sense Skeptic channel goes through this in great detail, showing how every aspect of everything Musk says about his Mars plans is completely and insanely untrue. So why should we assume the rest of his SpaceX plans are anything different? Remember, the first rule about liars is that if you know someone has lied repeatedly and consistently in the past, you should not trust anything they tell you now.

So actually I think it is possible SpaceX is burning money hand over fist, lying about the price of its launches and losing money on them. It’s a “disruptive start up” and it’s not uncommon for this kind of business to over-hype its product while burning through huge amounts of venture capital money. They do this either because they’re built on a completely unrealistic business model and refuse to admit it (Uber, Wework, and Theranos are examples of this); or they hope to smash regulatory hurdles to reduce costs and become profitable (AirBNB, Uber, Lyft); they’re straight-out fraud and hoping to burn through the money and no-one will notice (Theranos); they’re hoping to drive down the price so far that their competitors go bust and then they can ramp up prices before the venture capital runs out (Uber); they’re a business idea that depends on hype and people not noticing how awful the actual product is (AirBNB); or they’re hoping for a breakthrough that will suddenly render their business model profitable, or is the secret reason they’re doing it all (Uber’s self-driving taxi idea). It’s possible that this is what SpaceX is doing – keeping prices low and burning through venture capital in hopes of pushing out its opposition so that it can start charging monopoly rates, and/or hoping for a breakthrough in tech that will lower prices so much it can actually compete.

The history of rocket prices

Launching stuff into space doesn’t come cheap, and getting stuff up there is a big technological challenge. Humans have been launching rockets into space since 1957, and the general trend has been to see lower costs over time, with a noticeable hiccup in costs during the Space Shuttle era when the price of re-using the vehicle itself considerably inflated costs. Figure 1 shows the long-term pattern of prices for major rockets, and is divided into approximately four stages of development, characterised as Vanguard (when the first rockets were developed), Saturn V (when non-reusable rocket technology matured), Shuttle (when prices rose for the use of this orbital vehicle) and Falcon, when SpaceX started dropping prices. I took Figure 1 from a paper by Harry Jones, entitled The Recent Large Reduction in Space Launch Cost. I will recreate figure 1 with some changes later in this post.

Figure 1: Historical trend in rocket launch prices

Rocket launch prices are typically given in dollars per kg; figure 1 shows them in current 2018 prices (so early prices have been adjusted for inflation) but not, as far as I know, in purchase-power-parity prices (a few of the data points in the picture are from non-US sources; we’ll come back to that). Most rockets last for long periods of time, and the prices given in the figure are for the first launch date, not for example the last date, or tracking price over time. A good rule of thumb for a rocket launch is to assume it might cost about $10,000 per kg, and a typical rocket will launch 4000 – 20000 kg into space at a cost of between 50-200 million dollars. It’s not cheap to get shit up there!

But note the extremely low price of Falcon 9: it is listed as $2,700 per kg in Figure 1, which is enormously cheaper than the nearest competitor. Figure 2, which I took from a reddit post, shows different prices alongside the price of other rocket companies currently in operation – there are now a lot of startups in the commercial space industry, since Obama deregulated it in 2010, and these have been pushing their own prices down. In Figure 2 you can see a different set of figures for Falcon 9, with the reusable having a price of $4,133 per kg, and Falcon 9 divided into two kinds of launch (reusable and expendable). Figure 2 puts Falcon 9 prices to low earth orbit in a similar range to the Russian Proton M, or the US Vulcan rocket.

Figure 2: Launch prices for various rockets from a Reddit SpaceX forum

But as I will show, the prices listed in these figures are dishonest, and we will discuss the true price of launching Falcon 9. We will also analyze the data from Figure 1 in a little more detail, and see what we can learn from it.

Claims about SpaceX

The common claims made about how SpaceX has “revolutionized” space travel are available at booster sites like Space.com, which lists 8 mostly bullshit ways in which SpaceX has completely transformed space travel. For an example of bullshit consider their claim that it has made the uniforms fashionable … also note the uncritical reference to “German-American” rocket pioneer Werner von Braun (spoiler: he was a Nazi). In amongst the various nonsense we can find two main claims:

  1. SpaceX has reduced the cost of space travel, typically people giving unsourced claims that it has driven prices down, or using phrases that Musk himself constantly uses but clearly doesn’t understand like “by an order of magnitude”.
  2. SpaceX has developed completely new technology like reusable rockets which have both helped to push down the price of star travel and opened up new fields

Neither of these claims, as we will see, has any basis in reality. Incidentally, during this search for claims about SpaceX, I learnt that Musk claims to have spent 350 million dollars developing Falcon 9 and 750 million developing Falcon Heavy. I will use these numbers even though I don’t believe anything Musk says.

Methods

For this post I have performed three main analyses:

  • Analysis of SpaceX funding sources and costs
  • Analysis of SpaceX launch activity and prices
  • Analysis of the history of rocket launch prices

Here I briefly describe the methods I used for each of these analyses.

SpaceX Funding and costs

SpaceX obtains funding from launching rockets, Starlink subscriptions, government contracts, and venture capital. For launch prices I used the stated prices on the SpaceX website and associated forums, generally given at 62 million for a new Falcon 9 rocket and 50 million for a recycled one. Data on Starlink subscriptions I obtained from a website called nextbigfuture, for what that’s worth. I obtained contract information from a search on the govconwire.com website, which lists contracts and funding. Venture capital information I obtained from crunchbase.com. I put this data in mostly for 2017 onward (government contracts), 2010 onward (launches), 2016 onward (Starlink) and 2002 onward (venture capital). Note that some contract data is for “potential” contracts, which may vary in detail on delivery, but I wasn’t able to work out exactly how and when the money was delivered. For some obvious future contracts I did not include them as a funding source, but my numbers on government contracts are definitely shaky because of this.

For costs I used information on the total number of Starlink satellites launched from Wikipedia, cost of a satellite from nextbigfuture, and vague reports on Falcon 9 launch costs sourced around the web – about 50 million dollars for a launch of a new rocket, and 15 million for a reused rocket (these figures are attributed to Musk in interviews but seem dodgy to me). I used google to get the total number of current employees and their average salary (11,000 or so, at an average salary of $90,000) and assumed on-costs of 30%.

Note that SpaceX is not a public company and it is difficult to identify exactly how much money it has or is using. I do not know if it pays dividends on the shares it sold, what its rental or real estate costs are, how much money it is burning in fines and compensation, and any interest repayments on loans. This is only a blog post, after all!

SpaceX launch activity and prices

I obtained Falcon 9 launch data from Kaggle, though I think it’s just a scrape from the Wikipedia website. This data contains the date of the launch, the booster used, the client, the payload and its weight, whether the booster was new or used, and the result of both the launch itself and the attempt to recycle the booster. A small number of launches were classified launches for US government defense contractors, with no information on the weight or type of payload.

I also visited the SpaceX website and put in data on small payloads for their Rideshare plan, which confirmed that for all payload weights up to 800kg SpaceX charges $6000/kg, much higher than the sticker price and generally consistent with the prices in Figure 2 for other mature competitors. Not quite revolutionary is it …

Once I downloaded this data and did some unpleasant work importing it to Stata I produced some basic summaries of the data, such as mean payload weights, maximum weights, proportion of flights that were government contracts, etc. I also calculated a price/kg for each flight based on the sticker price of 62 million for a new rocket or 50 million for a recycled one, and also attempted to identify rockets that were new on launch and were not recycled (these would be “expendable” rockets).

Analysis of the history of rocket prices

I imported data from the Jones paper (it is provided in the Appendix) and added some additional information: I categorized rockets as communist or non-communist, and added some additional data for Falcon 9 launches based on the analysis of launch prices to give some more reasonable numbers for these launch prices. I deleted Falcon Heavy (which I don’t have launch data on and which seems largely to be vapourware at the moment) and made a fake data point for Communist launches in 2018 (these are still happening – China has a whole communist space station now!).

I then fitted a regression model of natural log of launch price per kg by year, with a term for communist/non-communist, generated the predicted values of price per kg from this model, and plotted curves for communist and non-communist launches. I plotted these against the observed price data and added Falcon 9 data separately. I ran the models and plotted for launches after 1961, because the first 4 years of the rocket program were, obviously, slightly special.

This gives a reproduction of Figure 1 with a little more detailed statistical analysis, with very different implications.

Results

The first thing I want to say before we get into details is that the sticker price everyone reports for Falcon 9, of $2700 / kg to launch into low earth orbit, is a lie, or at least very dishonest. This is taken from the SpaceX website description of Falcon 9, which states that it has a payload of 22,800 kg, and the common price of 62 million dollars for a launch of a new rocket. This is dishonest because it gives the payload for a fully expendable Falcon 9 rocket, but this rocket does not exist. No Falcon 9 is intended to be fully expendable, and if such a rocket existed it would need a separate production line to the current Falcon 9s in use. Reusable rockets need to be more robust and stronger than expendable ones, which means they have a different frame and fairings. This discussion of reusability makes clear that up to 40% of the payload can be lost in a reusable rocket due to the need to have a stronger structure and to keep some fuel for re-entry. You can’t just build a reusable rocket and use it as if it were expendable! This is backed up by the data – in 165 flights on which I have data, no flight ever flew at full payload, but there are multiple flights at a maximum value of 16,250 kg. The true maximum payload of the Falcon 9 rocket is 16,250 kg, not 22,800kg, and it will never fly at this value. In case you doubt me, note that all the max payload flights were Starlink deliveries, and it is just inconceivable that SpaceX would never use the full payload of their rockets to deliver their own satellites to orbit. The hard limit on a Falcon 9 rocket is 16,250kg, and the website is lying.

As we will see, this sticker price is also dishonest because in reality the rockets only ever fly fully laden when they are delivering Starlink satellites, and often the price paid by commercial buyers is much higher than 62 million. We will explore this below.

SpaceX funding and costs

SpaceX has been burning through money at a staggering rate. Here are my estimates of its income streams:

  • Approximately $7.5 billion in venture capital since 2017
  • Approximately $15 billion in government contracts since 2016
  • Approximately $3 billion in commerical launch fees since 2016
  • Approximately $3.75 billion in Starlink subscriptions since 2016

This amounts to about $4.8 billion in income per year. Its annual costs over the same period appear to be about $3.7 billion if we assume a recycled rocket costs 15 million to launch, a new rocket 50 million, and a starlink satellite costs $250,000 to build.

From this we should assume that SpaceX is making $1 billion per year in profit, if it has no dividend payment, interest or other expenses. Obviously this isn’t true (someone probably has to buy some stationery!) and maybe its other operating costs overrun this spare billion. But I think the story is likely dire. Why is SpaceX raising venture capital worth a billion a year if it is also getting enormous amounts of money in government contracts? I would suggest it is because it is losing money hand over fist on launches, which actually cost a half billion more than Musk is letting on, and/or rocket development (particularly Falcon Heavy and the Starship project) are costing an enormous amount more than he has let on.

Let’s also note that more than half of SpaceX’s revenue is government contracts. Without those government contracts, it would be dead in the water. Note that some of these contracts cover specific launch tasks, and almost always pay much more per launch than the SpaceX sticker price. For example, the Heliosphere contract pays 109 million to launch a satellite for NASA in 2024, while the cargo resupply mission to the ISS covers 32 flights for $14 billion (about $400 million per flight). Nobody in NASA seems to believe that the cost of a single mission is a mere $50 million!

SpaceX launch costs

The data on SpaceX launches covers Falcon 9 launches from 2002 to mid-2022, for a total of 165 launches. Of these 45 (26.5%) are aerospace/military contracts, and 52 (30.6%) are SpaceX flights, mostly delivering starlink satellites to low earth orbit (LEO) were they can vandalize the night sky in service of a poor-quality internet supply. Most of the flights (80.6%) used recycled boosters, and only in 12 flights (7.1%) was a new rocket used with no attempt to recover the booster – these 12 flights are the only ones that potentially used an “expendable” rocket. Of these 12 flights, seven were to GTO, which has a sticker payload of 8,300 kg. The maximum payload in those 7 flights was only 5600 kg, well below the sticker payload.

In fact most flights of the Falcon 9 have been far below its maximum payload. Figure 3 shows the mean, median, minimum and maximum payload by orbital destination for the 153 launches on which this data is available. No GTO flight has reached the sticker payload of 8300 kg, and the largest payload for LEO is 16250kg (all these flights were starlink deliveries, when the incentive and opportunity to use the maximum payload was greatest). Note the LEO(ISS) weights – these are deliveries to the International Space Station. Under the contract linked above, these flights are being paid for at somewhere between 100 and 400 million dollars per flight, giving a ludicrously high cost of – on average – between $20,000 and $85,000 per kg. This is potentially more expensive than the space shuttle, depending on the content and nature of the contract.

Figure 3: Mean, median, minimum and maximum payload weights by orbital destination, Falcon 9 flights to mid-2022

Figure 4 converts the values in Figure 3 to price/kg, assuming a price of $62 million for a new rocket or $50 million for a reusable rocket and ignoring higher prices for NASA or NRO contracts. These are to the best of my ability to tell the minimum price charged by SpaceX – in reality it is probably charging a lot more. For example on 30th June 2021 a Falcon 9 was launched that carried 88 rideshare payloads – this probably cost $6000/kg, judging from the website, and so the whole flight could have cost as much as $98 million. Even then, this figure is low compared to some of the low earth orbit launches, which could have cost as much as $360,000 per kg.

Figure 4: Mean, median, minimum and maximum price per kg, in thousands of dollars, for Falcon 9 launches to 2022

Figure 4 makes very clear that the sticker or theoretical price of rocket launches has almost no relationship to the actual costs, which can be much larger depending on the type of cargo shipped and the nature of the orbit it is sent to. This should be borne in mind in the next section.

Analysis of the history of launch prices

Figure 5 shows the price/kg of rocket launches from 1962 to 2018, with launches coloured blue for non-communist and red for communist states. Corresponding lines of best fit from the regression model are shown in the same colour, and some indicative Falcon 9 launch prices are plotted at the end in green. For indicative Falcon 9 prices I chose a) the median LEO price of $3210/kg; b) the optimum true LEO price of $3030/kg; c) a likely ISS supply price of $7,880/kg based on a $134 million contract; and d) the dishonest website price everyone quotes of $2,700/kg. We could also include $6000/kg, which is cited on the website for rideshares, but I forgot to, and can’t be bothered making this figure again.

Figure 5: Historical launch prices and modeled trends for communist and non-communist states, 1962 – 2018

As can be seen, the Falcon 9 optimum and some of its median launch costs are on the curve for communist systems, while the optimum ISS launch contract price lies just above the historical trend for US rockets. In fact, the predicted price for 2022 for the US system would be about $6000/kg, which is exactly the rideshare price that SpaceX cites on their website.

So in fact, far from revolutionizing the cost of launching rockets, SpaceX’s Falcon 9 is exactly consistent with the long-term historical decline in prices observed for launches from the US or its allies (mostly Japan). SpaceX have done nothing to advance the price of launches except to be there, commercializing a mature technology.

Conclusion

The final conclusion of all of this is that SpaceX are lying about the price to launch stuff into space on their rockets, and the media are uncritically repeating their fabricated price without checking its validity, comparing it with other prices available on the SpaceX website, comparing it with the prices that would be implied by SpaceX’s government contracts, or looking at the evidence from actual SpaceX flight data. The true price of launching stuff into space on a SpaceX rocket is likely more like $6,000/kg, more than twice the number they are citing.

Furthermore, this price is not a revolutionary drop in the cost of launching, and is in fact entirely consistent with the historical trend in US rocket launch prices. The best prices Falcon X manages to achieve are also not unusual, being simply normal prices for a Chinese or Russian rocket. The claim that SpaceX is doing anything special to drive down rocket prices is just more Muskrat hype, with no basis in reality at all.

It is also clear that reusability has not driven down the price of launches. Reusability incurs a payload penalty, since the rocket needs to be stronger and some fuel needs to be reserved for re-entry. Reusability is also not a radical new idea: the space shuttle’s booster rockets were reusable, and SpaceX’s sole advance on this 1980s technology has been to land them on a barge rather than beside one. This likely speeds up the time to return them to use, and slightly reduces the penalty incurred for robustness (since the rockets don’t need to resist the crash into the water) but it also significantly increases the amount of reserve fuel needed for re-entry. In fact United Launch Alliance (ULA), a SpaceX competitor, analysed reusability and found that it does not necessarily deliver much cost benefit for these reasons. There are formulae for the calculation of how many re-uses are needed for a recyclable rocket to be cheaper than an expendable one, available at the documents linked in this discussion board, and they suggest that in general it only reduces costs in the long-run by about 5%. So no, SpaceX has not revolutionized anything in this regard either.

So in conclusion, SpaceX is not revolutionizing space travel, it has not driven prices down at all relative to the long-term trend, launches with SpaceX cost considerably more than their PR suggests, and SpaceX is essentially a low-quality internet service provider with a side-hustle in military contracting, being heavily propped up by murky venture capital. Elon Musk is not, and never will be, anything except a scammer, and in future decades people will look back on how he was viewed in this period with confusion, scorn and disbelief.

Anger, Misery, You'll suffer unto me

Anger, Misery, You’ll suffer unto me

Our PCs have decided to join forces with the Confederate Navy, and to work with them to unravel the sinister plots of the AI forces that are arrayed against the Spiral Confederacy. There are at least three factions of AI working to try and obtain the necessary ingredients to achieve transubstantiation, which would enable the AI to become like gods within human space, and the Confederate Navy wants to stop them. One faction appears to have been using a group of Changeling bandits, led by a trio of Changelings called Kong the Younger, to obtain some pieces of the transubstantiation puzzle. These Changelings have been lured to help the AI faction by the promise of freedom for their planet, Valentine, and a terrible reckoning for human space, though it is unclear to the Navy and the PCs what that reckoning might be. Whatever their goals, the PCs had decided to put a stop to them, and to capture their leader – so, they agreed to participate in an attack on one of the Kongs’ pirate bases.

In exchange for their support, the Confederate Navy had offered the PCs a great reward: assignment of several small attack ships to command by Ahmose, an upgrade of the armour and weapons on their own ship, honorary naval ranks, and a small squad of marines to support their work. They had essentially been made freebooters for the Confederate Navy. This new squadron, the Ahmose Battle Group, would comprise the following ships:

  • The Left Hand of Darkness, flagship of the squadron, newly armoured and armed and piloted by Lam
  • The Harvester of Sorrow, a ground assault ship armed with a special hyperspace neutron scythe that killed ground troops
  • The Hooked on a Feeling, an attack ship designed to resist electronic countermeasures and computer attacks
  • The Romeo’s Distress, a psionic support ship with a crew of psionic assault troops

Rear Admiral Ahmose led the battle group from the bridge of the Darkness, and the rest of the PCs crewed the Darkness, but took responsibility for marine squads from other ships in ground combat[1].

Preparation of this squadron would take several weeks, as the ships were renovated and the Darkness armed in the factories of the Reckless. In the meantime the PCs were assigned comfortable quarters on the Reckless and left to their own devices.

Strange allies in strange places

Strange allies in strange places

Captain Noulgrim’s parting gift

A few nights before their ship was ready the PCs received an invitation from Captain Noulgrim – the slimy man who had threatened them into working for the navy at the beginning of their troubles – to join him for a farewell drink at his favourite bar, the Snakepit. Since they had come to the Reckless they had requested Colonel Stiglam to dismiss the Captain from managing them, and had not had to deal with him since. Given their deep dislike of the Captain, they deliberated over whether to attend, but finally the temptation to find out what he had to say got the better of them, and they decided to go and see what his last words would be.

The Snakepit is a favourite bar of the Reckless‘s gunnery crews, the sweaty men and women who manage the heavy weapons that defend it from space assault – or would, if anyone were ever rash enough to contemplate such an attack. The Reckless’s gunnery crews were a famously low brow and rough bunch, with their own long standing culture of military pride and grungey service, and the Snakepit was emblematic of the culture of their corps. It had been converted from the old galleries where gunners used to sit to operate the ship’s dorsal guns, before those functions were shifted to remote stations deep in the core of the ship, and its position meant that it ran along a large portion of the central axis of the ship, winding its way along the uneven extrusions of the gun turrets its occupants once operated, with a long glass window looking out into empty space. Barely wider than the original seats gunners would have occupied, its gunnery stations had been converted into tables ranging in size from two person counter seats for the smallest guns to six-person banquet settings for the largest guns. Above each table loomed the guns that it had once corresponded to – slender multi-pronged point defense clusters for the smallest tables, ranging up to huge triple emplacements, tens of metres long, for capital ship bombardment. These guns protruded into empty space, the larger guns casting long slanting shadows through the gallery of the Snakepit as the Reckless orbited into the path of the sun’s rays. The bar was clean but rough, smelled of a complex mixture of recreational inhalants and stale alcohol and gunner’s sweat, and was almost empty when the PCs arrived. By tradition the bar is staffed by off-duty gunners, and at the entryway they were met by a huge black man, covered in luminescent tattoos, who grunted at Noulgrim’s name, sneered and told them “Table 7, for 6, just under the triple proton cannons,” before returning to polishing a cabinet carved out of an old shell casing.

They found Noulgrim waiting at the table, nursing a glass of the Snakepit’s classic Reckless Strike drink and looking out over a vista of gun shadows stretching out through the haze of the Reckless‘s external atmosphere. Three brave souls were surfing through the haze, soaring between the lines of the bigger guns’ shadows as if they were sliding through a golden hallway lined with pillars of shadow. Noulgrim raised his glass to them and gave them that annoying smug grin, then gestured for them to sit. As they ordered drinks – Nebula Grog for Ahmose, Snakepit ale for Alva, coconut smoothy for Simon Simon, Reckless Strike for Lam – Noulgrim gestured behind him and a strange woman stepped out of the shadows to stare at them.

She was over 2 metres tall, slender and wiry and made entirely of coiled muscle. Her golden-brown skin was covered in strange painted designs, thick and smeared as if they had been slathered on her by an immature finger painter. She wore no shoes and her only clothing was a modest bikini of what appeared to be gold leaf of some kind, overlaid with a low-slung belt that carried a ludicrously oversized pistol. She carried a spear – an honest-to-god spear – in one hand, and stared down at them all through an expressionless, heavily-painted golden-brown face crowned with a rich head of jewel-encrusted dreadlocks. She nodded once at them and stood impassively, completely impervious to their confused expressions.

“This is Ravager 763,” Noulgrim told them. “I invited her here to meet you. Don’t worry, she won’t sit. Or speak either, most likely,” He added when Lam made to move for her to take a seat. Ravager 763 spared him a swift, contemptuous flick of her eyes but said nothing. They all stared at her – Lam and Simon Simon in obvious confusion, and Ahmose with undisguised lust. Only Alva ignored her, because he was staring at Noulgrim.

“What on earth is this?” He asked.

“Well…” He sighed and looked into his drink. “I think we all got off to a terrible start with that unpleasantness on the Come As You Are, I grant you it wasn’t my finest hour. Things were done – terrible things happened that shouldn’t have, and I’d like to find some way to make amends.” He paused while Ahmose coughed pointedly at his careful use of the passive voice, then continued. “I’ve seen from your work these last months that you’re exceptional people, and you’ve made a lot of sacrifices and taken a lot of risks in service to the Confederacy, and I feel terrible for making such bad assumptions about you when we first met. I mean you were breaking the law, and you were being incredibly stupid, but – ah – ” Alva was about to raise his voice accusatorily but paused when he caught sight of Ravager 763’s cold, hard stare. ” – ah – yes, anyway so the things that happened, what was done, it was probably unfair. Though you did get a ship out of it! Eventually …” He trailed off in confusion, took a sip of his drink, and waved his hand at Ravager 763.

“Anyway, so this is Ravager 763. She’s a member of a small community of interstellar nomads called the Ravagers, no one knows anything about them and they don’t really ever speak so we don’t know their history or their background. They have a different technology for interstellar travel, and they have their own ancient spaceships that maybe work on religious fervour rather than tech – we don’t really know. They have priests and technomages and psionics in their community, which makes them kind of unique, but they have resisted Confederate attempts to investigate them in any depth. They have a polite agreement with the Confederacy but the truth is that their nomadic range extends beyond the boundaries of the Confederacy, we don’t really know how far.

“The Ravagers owe me a debt. I rescued Ravager 763 and her crew from trouble a few years back, before I joined the Reckless, and because I saved their lives she offered the services of the Ravagers to me, a kind of one-off life boon. But now I’m on the Reckless I can’t think of any way they can help me – they’re very good at killing, but I’m stationed on a ship that kills planets, so I don’t really think they’ll ever be able to offer me a service I’ll need. However …”

He pulled a small white rectangular card from his uniform pocket and slid it across the table. It was a plain, unadorned card, with a single splatter of blood embedded in its plastic seal, and the word “Ravager” written in small, neat red characters on one corner. It was a standard contact card, the kind you put in a comms system that gives you a range of contact options.

“The other thing they’re very good for,” he said, “Is getting people out of the Confederacy. So I thought I would transfer my debt to you. I thought if something goes wrong and you suddenly decide you can’t work for the Confederacy anymore – if they’re not what you thought, for example, or what they want you to do is too horrible, or you make a mistake you think they might punish you for – well if you call on the Ravagers they can probably take you far, far away.”

He watched as Simon Simon picked up the card. Then Ravager 763 shifted on her bare feet and spoke for the first time. “The Captain,” she began in a husky, soft voice, “Is owed a debt of life. I am Ravager 763, and on behalf of all my kind I offer you the repayment of that debt, one action to balance his, five lives to be saved or forfeited when you ask it. Any five lives.” Her emphasis was soft and unmistakable. “We will come to you anywhere, but your confederacy is limited in its reach. The card will tell you from which systems you can call us, and how to call us. Noulgrim tells me you will use the debt honourably. We would prefer to discharge our debt with honour, but it is a debt. Invoke it, and any action within our power that balances the debt will be yours to call.”

After she stopped speaking Noulgrim shifted uncomfortably, acutely aware of the hard look Ahmose and Alva were giving him, and the possibility they were weighing up calling in the debt right there and then. But finally Ahmose nodded, took the card gently from Noulgrim, and pocketed it.

“Thank you Captain, I appreciate the gesture. I hope we never have to call on the debt, but Ravager 763, if we do, I look forward to meeting you again.” Ahmose stood up, drink half finished. “I think that’s enough for me. Let’s go.”

The team stood up, bowed to Ravager 763, and left without a second glance at Noulgrim.

They were all wondering – why had he been so sure that they might be asked to do things so bad they might consider escaping the Confederacy to avoid them? Did he know something about the Confederacy that they did not?

Attack on Korgan 3

A few days later the Ahmose Battle Group set off from the Reckless for Korgan 3, a nearly empty star system on the border of the next sub-sector, three weeks’ jump travel removed from the Reckless. Korgan 3 was a small red dwarf orbited by two gas giants, one close to the star and one exceptionally large gas giant very far removed from the star. The size of this star and its orbital position rendered orbital patterns of small objects in the system unstable, and nothing larger than large asteroids existed in the system. Kong’s base was built into one such asteroid, which tumbled through the system in an unstable orbital pattern. It had once been a research base, but the unstable orbit rendered it useless for long term research, so it had been abandoned some hundreds of years earlier. A second research base in the orbit of the larger gas giant had also been abandoned and converted into a remote broadcasting system, which picked up information about ships entering and leaving the system and broadcast basic safety information to arriving ships. The system was treated as a waypoint at best by most passing ships, and avoided wherever possible, since it was too boring to pass time between jumps, and not on any important trading routes. It was an ideal location for a pirate base on the edge of the Rim.

As soon as they arrived in system they were greeted with an automated broadcast advising them to avoid the asteroid with its unstable orbit, and not to interfere with any abandoned research bases. They ignored the message and set a course for the distant research base. Within a few hours, as they drew within the last 100,000 kilometres from the base, they received a message from the base itself – an official Confederacy message advising against approach, probably 100 years old. They ignored it and sped closer, forming into a loose attack configuration with the Hooked on a Feeling to the rear of the echelon.

Soon the warning was repeated, and as they drew closer still it was replaced by a newer, more threatening message: “Unidentified ship, do not approach. This is a restricted zone.” Closer still, and they received a direct contact from the asteroid: “Captain Ahmose, leave now or be destroyed. There are no more warnings.”

Ahmose replied with a simple message: “Time to pay up, Kong!” They sped closer.

Unfortunately the battle group’s sensor operator (Alva) was not a very good one, and the asteroid’s ships got the jump on them. They were suddenly hit by a flight of missiles, all streaking out of the dusty darkness around the distant asteroid towards the Left Hand of Darkness. One missed, point defense destroyed another, and the last one exploded harmlessly on the Darkness‘s shields. Battle was joined.

The enemy battle fleet was composed of five ships: four grim, spiky little 200-ton attack ships clustered around a larger 400 ton flagship, the Cat in the Rain. The ships were all old and retro-fitted with stolen gear, so working at a lower tech level than the Ahmose Battle Group, but they were faster and heavily armed. Despite their extra speed the Ahmose Battle Group had better discipline and reactions, and were able to rain fire down on one of the attack ships, the Blood Brother, so heavily that it was crippled and forced to disengage from the fight immediately. Because most of the damage on this ship was done by the Romeo’s Distress, their enemies focused their fire on this ship, doing significant hull damage and disabling its jump drive but failing to destroy it.

Having knocked the first ship out, the Battle Group focused fire on a second ship, the Dance on Glass. As the Romeo’s Distress fired on this one, it drifted closer to a third ship, the Wasteland. The entire asteroid fleet was now focusing fire on the Left Hand of Darkness, and didn’t act to avoid the Romeo’s Distress as she drifted in. So they weren’t ready when the ship drifted so close that her squad of psionic assault troops was able to teleport into the ship and capture the bridge without a shot fired[2]. The Wasteland was seized in moments with no damage.

By now the ships had drifted within a few hundred kms of the asteroid, which opened fire on the Battle Group with particle beam turrets. But the tide of the space battle had turned, and they were able to destroy the Dance on Glass, the Hooked on a Feeling launched a boarding action on the last attack ship, and the Left Hand of Darkness blasted away at the flagship, the Cat in the Rain, as the Harvester of Sorrow began its ground assault. All the asteroid’s particle beams were now focused on the Left Hand of Darkness, which Lam was steering through complex dog-fighting maneouvres to avoid the attacks while the flagship and the Romeo’s Distress fired on the Cat in the Rain.

The landing area on the asteroid was large enough for two ships, so once the Harvester of Sorrow had unleashed its neutron scythe twice it disgorged its marines to clear the landing site. Unfortunately they were hit by concentrated fire from two plasma gun emplacements as soon as they hit the ground, and completely eviscerated within moments. Her job done (and mostly failed) the Harvester of Sorrow moved off the landing port; but now that she was not using her neutron scythe she was able to release the full fury of her rear gun turret, and the subsequent flight of missiles completely destroyed the asteroid fleet’s flagship, the Cat in the Rain, tearing it apart into thousands of pieces. The boarding action on the last attack ship completed successfully with the complete capitulation of its crew, and the Hooked on a Feeling and the Left Hand of Darkness descended to the asteroid, while the Romeo’s Distress continued to distract the asteroid’s particle beams, in case they could be redirected at ground targets.

The first person to emerge from the landed ships was Simon Simon, carrying his own plasma gun (PGMP). He opened fire on one of the gun nests, while Lam and the Darkness’s marines opened fire on the other. They completely destroyed the nest’s and moved away from the ships, allowing them to vacate the landing zone and making space for the Romeo’s Distress to land – and not a moment too soon either, since the particle beam turrets were slowly shredding her armour. She landed, and the various marine squads quickly neutralized a squad of defenders on the far side of the landing zone.

They were down on the surface. They had captured two ships – the Wasteland and the Negligent Waltz – and forced the surrender of another, the Blood Brother, which was so badly damaged that it could do nothing but drift in space and wait for the ground battle to finish and the victors to come and claim its crew. They had destroyed two other ships, including the asteroid’s flagship, and in exchange suffered only light damage to their own flagship, though the Romeo’s Distress was so badly damaged as to be close to destruction, its jump drives wrecked and hull compromised. Now they had two marine crews on the surface along with the leadership team, while their other marine crews took control of the two captured ships and would land shortly.

Their first space battle had been a resounding success, and now they were ready for a brutal battle to capture the asteroid. Soon, Kong would repay them in full for his earlier treacheries …


fn1: I designed the fleet so that in space battle each player would take control of one ship, and the marines and properties of the ship were designed to match the PC in question. So Lam’s player took over the Harvester of Sorrow; Simon Simon (the adherent) was responsible for the Hooked on a Feeling; and Alva (the psionic) was responsible for the Romeo’s Distress. So now each player effectively controls a PC, a ship, and a squad of grunts. I also assigned them all ranks based on the Japanese Maritime Self Defense forces: Rear Admiral for Ahmose, Lieutenant for Lam (who was previously in the Navy until she stole a ship); and Warrant Officer for the other two PCs. These ranks are honorary, and don’t give them control over any members of the navy except those directly assigned to be their subordinates (they can’t just run around commanding anyone on any ship). Also, Simon Simon’s marines were given strict instructions to put him down like a dog if he showed signs of switching sides (on account of his being an adherent).

fn2: Most of the asteroid ships had a squad of marines on board but just by luck, the Wasteland didn’t. Traveler’s ship combat rules have a simple procedure for determining the success of a boarding attack, in which attacker and defender roll 2d6 with modifiers. I figured “teleporting straight onto the bridge” counts as “superior tactics and training” (+2), and a Confederate psionic assault squad will have superior weapons and armour, giving a total +5 to the roll; the Wasteland got a -2 for no marines onboard. The result was an immediate capture of the ship, which would usually take 2d6 turns but I figured teleporting on the bridge is instant, so the Romeo’s Distress was still free to fight in the space battle.

completely insane, our glory
lost in vain
what a perfect view

enter my coffin
my wintercoffin
awaiting to see the faithful king
what a perfect view!

[GM Note: This is a report of a part of session 8 of the Spiral Confederacy campaign. Session 8 covered a lot of different events, which are too much to describe in one post, so I’m breaking the write-up over three or four separate posts to keep them manageable]
Having successfully recovered what they believed was the Tablet of the Gods, and received a beautiful spaceship in exchange for trading away their dead cargo, the PCs returned from Slainte to The Reach. Upon returning to the Reach they were informed that initial exploration of the Tombspine had begun, and a smart young archaeologist had uncovered several graves, scattered out of order in nearby areas, that were probably linked to the graves that the characters had encountered a death priest trying to explore. Preparations were under way to open the graves and exhume its contents but these would take time. In the meantime the archaeologist had identified one particular grave of interest for its unique design, and was preparing to take a deep scanner to investigate its contents. Would Alva like to join her?
Of course our heroes, being men and women of science, wanted to know. They took the ship’s boat from their new, beautiful ship and headed as fast as they could to the Gardens, taking their weapons of course and the young archaeologist who had found the tomb. At the Gardens they found an agent of Pearl 7 acting as a gate guard, ready to report on any suspicious new entrants to the place, but he reported there had been no unusual activity. They hiked up into the hills, following the path they had followed when last they came here chasing the death priest. They reached the scene of their fight with the priest, now tranquil and scrubbed of any sign of violence or demons, and followed a narrow culvert into the hills. Here the Gardens sprawled across the ancient, craggy remains of a Confederacy spaceship, probably an early Continent class ship, that formed the spine of the structure they were walking along. Wrecked probably 2000 years ago in the Confederacy’s first ill-fated encounter with The Reach, when this sector was still well outside the frontier, this ship would have been 100kms long and 50 kms high, a beast of plasteel and field technology too vast to be easily fragmented; its wrecked superstructure formed the spine on which the entire Gardens was built, layers of wreckage piled on top of its flattened and uncoiled shell. At the higher, older reaches of the gardens, though, those other smaller ships were no longer part of the soil, and the characters found themselves toiling up grassy, forested slopes that were once the upper decks and turrets of this ancient, nameless starship. Mists gathered in the many valleys and tree-lined canyons of the ship’s grave, and all along the undulating ruins near the top of the tombspine they could see the remains of ancient turrets, turned thousands of years ago into tombs for fallen pirates.
One of these tombs was their target. The young archaeologist led them along a narrow valley, filled with mist and cascading water, and up to a long, narrow block of plasteel that had endured against the encroaching forest for millenia. This building was once a missile turret, perhaps holding weaponry capable of destroying a cruiser or the entire fleet of a lesser navy. Now it stood abandoned, hollowed out for its new purpose and left to the elements. They pushed through a narrow door and into the turret itself, and the young archaeologist explained the tomb to them.
It’s a central grave, this huge block of black material that’s blast-proof and bullet proof. There was an elaborate trap in the walls of the turret, some kind of complex laser trap triggered by the tomb itself with sufficient power and coverage to turn everyone in the room into chunks of barbequed meat. It’s been disabled now, but the central tomb is a strange arrangement still.
The tomb sat there, a squat and ominous pile of black … something, taking up much of the room. A small pile of flasks and boxes in one corner indicated the presence of grave goods, unopened and unrobbed. The central tomb rose to chest height, a perfect block of bomb-proof black … something, unmarked in every way. Apart from the small pile of pots and pans the rest of the room was empty and undisturbed, light filtering through a few holes in the ceiling and some plants growing out of cracks in the wall. They fired up the scanner.
They scanned the tomb. The outside of the tomb was, as their archaeologist had noticed, a weapon-proof shell. But inside it was another shell, a massive computer edifice devoted to fighting AIs. Inside that was a small computer and a sub-space power system, still running and dedicated to powering both. The AI defence and the smaller computer were both fried, destroyed by some intruder, probably necessary to disable the laser trap in the walls of the tomb. Once these two defenses had been disabled the lid of the tomb could be opened, which it had been. The body inside the tomb appeared to have been disturbed, though on first inspection nothing had been removed. Beneath the body was a small space, a final holder for grave goods, large enough to hold a tablet. It was empty.
Someone had come here, destroyed the AI defences around the central computer, disabled the trap surrounding the tomb, and disturbed the body inside just enough to take a single grave good – a tablet. The PCs could guess the implications of this: the leader of the Cult of the Unredeemed had come here 1000 years ago, broken into the tomb, and asked his AI to break through the defenses. The Starred One had managed to break the defenses but gone crazy during the battle. The cult leader had then removed the tablet and he and his now-crazy AI had jumped onto a sublight ship and headed off to the Perez system to hide.
This tomb told the PCs that someone placed immense value on the tablet they had found, and in particular they thought it needed to be protected from AIs.
What had they found?

What Dreams These?

What Dreams These?

Although it is a post-scarcity utopia, there are some things that even the Spiral Confederacy cannot guarantee its citizens. Ocean class spaceships, for example, 40km long and 10 km wide, require special facilities to build, and so much energy and raw materials that they cannot be built quickly enough to meet demand. Ships of this size are so rare even in the Spiral Confederacy that their citizens are not free to travel where they like, but find themselves bouncing around the Confederacy on missions and tasks that the leadership require. The Confederacy has never built a Dyson sphere, although it has constructed smaller orbitals, because the engineering challenge is too great to be worth the reward. Some technology, such as psionic amplification devices, is still so new that it requires rare elements that are hard to obtain and work with, and so although the Confederacy might in theory have the resources to produce an infinite quantity of such devices, in reality their numbers are never sufficient, and they are not distributed evenly across the Confederacy. Some commodities are limited because the Confederacy’s success has rendered it incapable of mobilizing people to do some tasks, and its strict resistance to allowing AIs into society prevents it from utilizing their prodigious intellects to replace human ingenuity. For this reason the Confederacy never has enough researchers to further its understanding of new planets or to develop new technologies, and until it admits AIs fully into its society will not be able to progress beyond Tech Level 15 at any appreciable speed. Because no one in the Confederacy has to work, real scientific endeavour has stagnated. Although the Confederacy has more stars in its borders than anyone can count, and more people orbiting those stars than it could ever catalog, it suffers from a single scarcity: A scarcity of workers.

This scarcity of willing workers means that the Confederacy suffers two particularly challenging constraints, in delivering sudden death and eternal life. Although the Confederacy is blessed with an infinite supply of the most destructive and violent weapons humans have ever seen, it lacks people to wield them; and although it has developed the technology to save human souls into computers and download them into new bodies, it lacks the medical staff and skilled workers to be able to provide this resleeving service to everyone within its borders. This technology – officially called Sentient Recapture but unofficially and everywhere referred to as “resleeving” – offers the potential for eternal life to anyone who uses it, and liberates human civilization from the fear of death. It enables a human soul, with all its personality and memories, to be stored digitally, and reimplanted into the empty mind of a cloned body. This technology is enormously costly, however, for two reasons: AI attack, and human genetic caprice. Because AIs are excluded from human society, and creep around the fringes of its computer systems, colonizing them and using the human information architecture as parasites use a host body, all major computer systems in the Confederacy have to be built with protection against AI intrusion. Although no one has any evidence that it has ever happened, fear of AI inserting themselves into human stored consciousness, potentially using resleeved humans as experiments in organic AI tech, require that the digital storage sites for backed-up souls be heavily guarded against AI intrusion. Since the primary defense against AI attack is a physically huge computer system with multiple redundant physical structures and huge quantities of highly advanced anti-intrustion software, human download sites are physically massive, use huge amounts of power, and require the constant presence of technicians to monitor the systems. They simply cannot be expanded rapidly enough to accomodate all the humans in their local area, and so some mechanism is needed to ensure that only some privileged people receive this technology.

Similarly, war cannot be fought by AIs, and the Confederacy has put strict limits on robot technology to ensure AIs cannot infect robot soldiers and suddenly uplift them to artificial intelligence. This means that ultimately the Confederacy will rely on physical, human soldiers to do the old-fashioned work of killing enemies – and although it is a utopia, the Confederacy has many enemies. The Confederacy also relies on humans to do some medical work, to do much of its scientific research, and to manage distant space stations and territories. Even if it were willing to work with AIs, AI cannot travel through jump space, so ultimately inter-stellar force projection and border control depends on mobile, committed and well-trained humans. But in the Spiral Confederacy work is considered a bother – people only work for fun, never because they need to, and this principle is so central to the Confederacy’s self-conception that it can never be trained.

The Confederacy’s leaders have solved this problem by offering special rewards to those who serve it voluntarily. These rewards usually take the form of those scarce technologies that are still not ubiquitous even after 20,000 years of constant growth. If someone is willing to spend 10 years running a remote research station she will be given her own starship, so they may fly where they will; if a psionic is willing to spend a couple of years doing field work on a remote planet occupied by semi-sentient psionic lizard creatures, he will be given an amplification device and training in new disciplines. And if someone joins up for the Confederate army and actually goes near a war zone, they will be given a backup. Of course the Confederacy has other means to get people to work – from threats of prison to simple old-fashioned propaganda – but in the end it knows that where principles and a desire for adventure fail, basic rewards will work.

This means that there are really only three reasons that anyone joins the Confederate army: they are a true believer in the Confederate cause; they want to kill people; or they want to live forever. Most of the billions who join the Confederate army will never see action, instead spending a couple of boring years on a space station somewhere before returning to civilian life, perhaps now possessed of some minor reward that will forever set them apart from their peers. But should they be unlucky enough to see actual combat, they will get to enjoy all three of the motivations at once: They will kill many people for the cause, and they will be granted eternal life. All soldiers heading into the field are given a backup, and guaranteed a resleeve in the same body should they die or suffer any injury so serious that they cannot be restored to full health. There are soldiers in the Confederate army who have multiple posthumous medals (and were at the award ceremony for all of them); no Confederate soldier can ever remember the moment of their death, but every soldier who dies receives the coveted broken heart award, that sets them apart from their peers as particularly dedicated to their work (and especially unlucky).

This compact of eternal life makes the Confederate soldier an implacable and fearsome foe, dedicated to the cause he or she has signed up for and committed to killing for it. No soldier ever need fear death, and because most Confederate citizens are genetically engineered to have a euthanasia switch they can engage during periods of prolonged suffering, no soldier need fear torture. Among Confederate soldiers death isn’t just the highest sacrifice – it’s a sacrifice they can live to brag about, though only their peers will be able to tell them how they died. Confederate soldiers do not seek death, but they happily embrace it when the mission demands it. Confederate leaders also know that they can send their soldiers on suicide missions, and throw away whole divisions in reckless gambits or desperate moves. Such sacrifices need only be judged on their merits, as logistical and tactical problems, not on moral grounds. For the enemies of the Confederacy this adds a terrifying additional calculus to every battle. As if it weren’t enough that their opponents carry the best weapons and armour in known space, they do not relent in their use of those weapons or shirk from even the hardest of battles. An enemy of the Confederacy cannot expect to win by forcing their enemy to pay too steep a price – they must entirely exterminate their enemy, or fail.

It is always the case that foolish warmongers fail to properly assess the risks of the war they decided to wage, and so of course reckless rebels or jealous outsiders will attempt war with the Confederacy, thinking that this time they have a strategy that will ensure the price is so high that they will force this vast confederation of uncaring stars to come to some settlement. But then an Ocean class battleship drops a million dedicated soldiers onto their planet, and refuses to even consider negotiation after half a million have died. Seeing such recklessness, the rebel presses the attack even as his or her own losses mount, thinking that the back of that force must break, but still the only official communiques from the Confederacy are surrender requests. The Confederates gain ground, and the rebel’s position begins to become precarious. They suggest a ceasefire, and in return they are given an offer of total capitulation. As their own losses grow their own political support wavers, people begin to fear the insanity of the Confederate strategy. Who can argue with people who are not afraid to die? Every battle they see thousands of their enemy die, and yet they lose every battle. Every culture that has been to war has some version of a story about pyrrhic victories, but it seems that the Confederacy can sustain a thousand pyrrhic victories and never waver in its certainty that it will win. The confidence of the aggressor wavers, and they suggest a negotiated settlement; the Confederate general refuses to accept anything less than the immediate execution of war criminals and unconditional surrender, disarmament, humiliation. The rebel’s generals report that morale is good among the enemy’s soldiers, though they have lost 70% of their number. Another battle, a major city falls, a conquered country’s neighbours switch sides. Political support collapses, and the tumbrils take the warmonger to meet his new Confederate executioners.

On the frontier, the lesson is always the same: there is no use in arguing with people who cannot die.


A note on ideas: I picked up the term “resleeve” and most of the associated ideas from the Richard Morgan book Altered Carbon, which I reviewed here. This sci-fi vision has been something of a fixture in my gaming: the quotes from the Dialectic Ephmeralists that Drew became fond of in the New Horizon cyberpunk Campaign were all drawn from Quellchrist Falconer, a political visionary in Morgan’s books. I don’t do anything original when I game.

Doing the Kessel run in 12 parsecs ...

Doing the Kessel run in 12 parsecs …

Today I received my copy of Fantasy Flight Games’ Star Wars: Edge of the Empire, along with some necessary WFRP3 materials. Edge of the Empire is described as a “beginner’s game,” which means that it essentially doesn’t have any character creation rules, has a very stripped down combat system, and contains a well laid out but slightly railroad-y introductory adventure. There are 4 pre-designed PCs, but no way to make other PCs. The rulebook is just 48 pages, the adventure book is 30 pages long, and there are also some tokens to represent PCs/adversaries, and a set of special dice. It really is a beginner’s game, though those with experience of other Fantasy Flight Games (FFG) product can probably hack it (see below). This is a first impressions review.

First of all, the product is very slick. It’s well laid out, in a sparse and modern style that gives the whole thing an atmosphere supportive of a space opera setting. The graphics in the book are very nice, in a space opera style, and the pictures are very heavily focused on Tattooine, which draws the reader’s attention to the original three movies and ensures a certain fidelity to the production. The text is perhaps a little small, so that at times when it is interspersed with the coloured symbols for the dice it is kind of dizzying. The general flow of the rules is sensible, introducing the basic dice mechanic first and then describing skills, then combat and finally a little bit of GM material. The maps are nicely drawn and, as you can see from the picture, include a YT-1300 light freighter. What more can you want?

The system is very light and easy to learn, and it’s a testament to FFG’s game design and presentation skills that the entire system, as well as the GM section, can be laid out in a total of 48 pages (including acknowledgements and index) – even though it includes a section on starship combat. The system is essentially a rules-lite version of Warhammer Fantasy Roleplaying 3 (WFRP3), with all the fiddly componentry stripped out. There are no action cards for combat, no talent cards or recharge tokens, but essentially the same system in place. Instead of action cards there is a talent tree, with individual parts of the tree purchased at varying xp costs and dependent on previous parts of the tree. The dice system is simplified but very similar to the WFRP3 system. In place of conservative/reckless dice and training dice we have “upgrades,” which are d12s that replace the basic d8 stat dice; challenge dice can also be upgraded. There are equivalents of fortune and misfortune dice, and so the whole thing works in a very similar way. There are also equivalents to banes and boons, and a thing called a triumph that works as a combined additional success/sigmar’s comet. So if you’re used to playing WFRP3 it’s pretty much just a straight conversion, but the dice pools are easier to put together than in WFRP3. Critical hits and wounds are also handled more simply: there are no wound cards, just a growing tier of effects, with every PC able to bear four critical wounds before they become incapacitated; each additional critical wound has an additional effect. For the beginner’s game there is no death, just incapacitation. The system includes no character creation rules but it does provide four PCs: a human smuggler, Twi’lek bounty hunter, droid colonist and wookie hired gun. These are laid out in very attractive “folios” that contain essential rules information. Each folio has three double page spreads: the first is the starting PC, the second gives the same PC with two character development options selected to show how development works, and the third is blank but for the character attributes, and includes a talent tree so that you can develop the PC any way you want. So essentially these folios contain (implicit) information on four character classes and four races, though you have to do a bit of hacking to work out the background.

The adventure is very well laid out and carefully designed for beginning players. It is partially a railroad: the first instructions to the GM are to make clear to the PCs that a) they have to escape the town they are in and b) they can’t go any way except by spaceship. It then lays out a set of six encounters designed to showcase the major aspects of the rules, up to and including starship combat. Each encounter includes boxed sections that contain reminders of the key rules from the rulebook, so a GM learning the system can quickly adapt without having to fiddle in rulebooks. I’m not sure how other “beginners” games lay out their introductory adventures but this seems like an excellent approach. Given the simplicity of the system, I suspect that after one run through this book most GMs will be ready to handle anything else. There is apparently a second adventure available free at the FFG website, but I haven’t checked it.

I think essentially in this game the people at FFG have learnt from their mistakes with the overly complex and fiddly WFRP3 system, as well as identifying better ways to introduce the system to new players and GMs, and intend to trial it with this stripped back version for Star Wars. This version is a little disappointing, in that it doesn’t offer any freedom for experienced players to just jump into the Star Wars universe, and for an experienced GM like me it seems like a rip-off. It also doesn’t provide much background material on the Star Wars milieu, which I really need (I don’t know anything beyond the stuff in the original three movies), and it is set in the early stages of the rebellion so is the perfect setting for exploring the world of the original movies with a fast-paced, simple and creative system. Given this, I’m disappointed that they didn’t include a second book of background material, perhaps with options for character development. I certainly hope that the next set they release in the series will flesh out the full system, including Jedi, so that we can have a complete gaming system for the Star Wars universe. I remain a big fan of the fundamental ideas underlying WFRP3, and it’s nice to see FFG committing to producing more material in a similar vein, while ironing out the creases in the original.

Finally, I think that the system presented here could be easily hacked to produce a rules-lite version of WFRP3. I might give this a go over the next few weeks, and see what I can come up with. In any case, I think it’s only a matter of time before the revised system presented here gets turned into a classic fantasy RPG. That will be fun, I think. Let’s hope that this Star Wars system is a success, and FFG are encouraged to apply its pared-back rules to other settings.

Standing on a frozen plain under the milky way, listening to Sigur Ros and watching great shimmering sheets of light dance across the sky in gossamer waves. That’s why I came to Iceland!

When I was a student of physics I remember having to answer a question about what faster-than-light travel would look like, from the windows of a spaceship. I think it was in Mathematical Methods and Classical Field Theory[1], though it may have been Relativistic Field Theory[7], and I vaguely recall the answer involved stars from behind the spaceship (that you couldn’t see from the windscreen) slowly moving into the front view; as the ship got further from the lightspeed limit, more of these stars would come into the front and if you got fast enough you would eventually see all the stars visible to the eye in a kind of field in front of you, surrounded by darkness (or something). This, of course, would be when the gibbering madness set in, and one of your crew decided to torch the ship in honour of an unnamed god[9]. Note that this is very different to the Star Wars image, where all the stars blur. In fact, I think our solutions explicitly stated that at faster than the speed of light, stars can’t  blur (I can’t remember why).

It’s a mark of how far we had come by the time we got to MM&CFT (3rd year, I seem to recall) to compare that question and its solution to the question we got in first year Newtonian Mechanics: do you get less wet if you run through rain?

Currently I’m reading China Mieville’s Embassytown, and he’s writing about hyperspace quite a bit – he calls it the immer – which got me to thinking about different visions of hyperspace and how it can be represented in science fiction. It’s a topic of enduring interest to sci-fi authors, and there’s a lot of different ways of representing it. I can only remember four now, but here goes:

  • Mieville’s strange ocean: The immer is a kind of ocean of darkness and chaos, with its own predators that may or may not be life-forms, and strange beings that sometimes hitch into the realm of the living. There are tides, currents, and deeps, and it is navigated by humans who learn to work their way through these precarious shoals. It also makes humans sick to be in it, and it is conceived as running through or between the material of the universe. The universe we are in is the third universe, with two previous ones having grown and then collapsed; but the immer was there through all of them. This immer is dark and dangerous, rich in its own life and history.
  • Iain M. Banks’s strange geometry: in contrast, Banks’s Culture novels have a representation of hyperspace as a barren, mathematical substrate underlying physical reality; ships travel at hyperspeed through this substrate, and as far as I can remember there are no dangers or risks to them, except when they emerge too close to a gravitational source, which warps the substrate and increases the risk that the ship will be torn apart by entering or leaving the substrate. While Mieville’s hyperspace speaks of a mysterious and wild universe that humans explore at their peril, Banks’s vision speaks of a universe subjugated to human will, reduced to a toll-road with a few tricky interchanges. These different visions are very suited to the cultural backdrops of the novel, I think – an interesting pairing of the cosmological and the sociological.
  • Stephen Baxter’s Bubble: In Ark (the sequel to Flood) we get a description of an early attempt at inerstellar FTL flight. This time it’s a fragile bubble surrounding a spaceship, held together with huge amounts of energy, which draws the ship forward into a kind of gap in the space-time continuum. Anything touching the bubble from the inside is instantly torn apart, and once the bubble is set on its path it can’t be diverted or its direction changed. It’s very “realistic” sci-fi (he even gives a reference) and the whole story, both inside the Ark and in the science guiding its use, is based primarily around the constraints the science poses on action. The opposite of the Culture in every way.
  • Gateway Catapults: The staple of shows like Babylon 5, these present us with hyperspace as a kind of insoluble problem. Instead of navigating it, you get chucked through it by a massive catapult. Some ships (usually military) can open their own gateways into the swirling mystery of hyperspace, but others just hurl themselves at the gate and hope for the best. This is a vision of high science fiction where one of the fundamental mechanisms of the social order is actually quite primitive. We also see this in Dan Simmons’ Hyperion, where the decision to close the gates destroys whole societies – and is driven by the realization that the human “masters” of the gates never understood them or their real purpose at all.

Hyperspace in its many forms seems like it plays a more important role in the universes of its setting than mere substance. It’s not just a scientific backdrop or a constraint on action; it takes a form which often reinforces or complements the style and cultural background of the novel. It’s a very good example of how the best sci-fi is not about the science at all, but about what it can be used to tell us about ourselves.

fn1:literally the most evil subject you can take. This subject ate Electromagnetism and Advanced Quantum Mechanics[2] for breakfast and shat them out as a tensor problem you couldn’t solve by graduation, then laughed at your poor mortal brain and ate your soul for lunch. It was an evil subject, worth a paltry 2 credit points (out of 24 in my year), but which consisted of 6 assignments and an exam, and each assignment took – this is not an exaggeration – at least 50 pages of scrap paper, and at least 12 hours of our time. My friends and I had a shift system going in Lab (which, by comparison, was 9 hours a week and worth 8 credit points). One of us would work on the experiment while the other three used up copious amounts of paper trying to solve impossible problems in gravitational dipoles[3]. Then after lab we would charge off to our tutor’s room and he would infuriatingly refuse to give us the answers[4], even though it meant we would pester him again. Finally we would get a breakthrough, and off we would go to reduce the romantic image of moonlight and the gentle slap of waves on the beach to a series of Bessel Functions[5].

fn2: for which I got 94%, yay![6]

fn3: seriously, who knew the tides were soooo fucking complex?

fn4: what can I say, we weren’t really paying fees at this university, we got in on merit and we survived by luck, effort and the regular application of sleepless nights and cask wine to every problem. No one thought we had any right to pass anything, and everybody forced us to study.

fn5: Which, also, can I say, you guys suck.

fn6: Which reminds me that the pure maths subject Lie Algebras – which apparently, people who understand it tell me, has some relationship to Advanced Quantum Mechanics – may have been harder than CFT&MM; but that subject was taught by a Mind Flayer, so I’m not sure if my memory of it is correct

fn7: I’m pretty sure we had a subject called this. It had a lot of Tensor equations in it, and when me and my buddies arrived in our Honours Year[8] there was an equation pinned to the door of our room (from the previous poor bastard to study there) which consisted entirely of Tensor expressions, and took up a whole page of A4 paper (in a not-very-large font). We all stood looking at it, and said “fuck. What have we done?”

fn8: Honours is an Australian idea, I think: because Australians are smarter than you lot, we do our undergraduate degree in three years, then our masters degree (and thesis) is compressed into one year with two extra subjects and called “honours” even though there’s nothing honourable about brutalizing young people in this way. In addition to having the kind of discipline and brains and educational background required to survive this kind of nasty, Australia also has one of the best rugby teams in the world. Dwell on that, Northern Hemisphere Losers!

fn9: This part wasn’t in the official solutions, but I should think it’s pretty obvious.

The Daily Mash tells me that it’s one year since Neptune was discovered. A lot has happened in that time – Pluto was demoted to junk-planet status, we discovered the possibility of planets around other stars and explored to within a few seconds (?) of the Big Bang. But Neptune is still going strong, doing what Neptune does. Happy Birthday Neptune!