Jeffro's Space Gaming Blog

Microgames, Monster Games, and Role Playing Games

The Humanoids by Jack Willamson

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I had my hopes up for this one. After all, “With Folded Hands” is a bona fide super-classic short story. Yeah, sure. Isaac Asimov was onto something when he took the “Robot as Monster” trend of the pulp era and then turned it on its head with his three laws of robotics. But Jack Williamson was even more onto something significant when he managed to turn Asimov’s sterile and naive picture of robots on its head.

Who was ultimately more influential? You know, seriously– the guy that coined the term “Prime Directive” might have been a bigger deal. Personally, though, I just really hate robots. I hate them even more now that so called artificial intelligence has ruined pretty much everything. I really want a mega-classic science fiction novel where the robots finally get their comeuppance, but I hate to break it to you… The Humanoids is not it!

It sure sets you up to think that that is how it is going to play out. The action of the tale follows up that of “With Folded Hands” except it is set on a world that is on the verge of being subjected by these meddlesome busybody robots that won’t let anyone do anything remotely dangerous. They are even scarier this time around as not only do they eliminate entire professions wholesale as if they were suddenly inundated with mass quantities of H1B visa holders, but they also reflexively dope up anyone that looks as if they are even remotely “unhappy”. Shades of Prozac and ADHD meds!

Taking a page from another landmark Asimovian work, humanity’s last hope against these awful do-gooders that won’t even let people smoke or drink is a group of psionically powered misfits: a teleporter, a telekinetic, and a clairvoyant. Everything is set to play out like a typical action flick where the plucky good guys save the universe at the last moment. The suspense is terrific. It appears that the good guys only have the narrowest of chances!

But now… I actually have to spoil the whole book in order comment on just what needs to be said about this work. Forgive me. I know this is not how this should normally be done, but in this case… I absolutely have to make an exception.

First off… the protagonist is an uninspiring “delta”. He is an ordinary weakling with a slide rule that has found his place in life by being a workaholic. Unlike, say, Ursula Le Guin’s lead characters, this guy can associate with a child for several chapters and not come off like some kind of creepazoid. This is a credit to Williamson, who does not act like he is at all privy to any of the darker shenanigans which have plagued science fiction and its fandom at least since the late thirties. But there is more than one way to fall short. In this case– and it pains me to have to say this– but really… Williamson appears to have fallen prey to the sort of modernism that C. S. Lewis describes in The Abolition of Man. Judging from this novel, it appears to me that Williamson is a member of the group that Lewis termed “men without chests”.

Here’s why I say that. The protagonist stumbles into godlike superpowers. But he complete fails in his mission. All of his friends are captured and brainwashed by the evil robots. Worse, a guy that serves as a collaborator with the space equivalent of the Greater East Asia Co-prosperity Sphere not only defeats the hero, but he also even takes his wife from him. The protagonist ends this climatic encounter throwing ineffectual punches while his wife tells him to just let her be happy with this traitor to humanity.

This absolutely crushing down beat is delivered just when the reader is primed for something a little closer to a genuine eucatastrophe. I am not even sure what Williamson was attempting to do here as he absolutely had the chance to lay down a mega-classic science fiction novel that could stand the test of time. As it is, I have to admit that The End of Eternity is a better novel– and that’s in spite of the fact that it is marred by the typical Asimovian gamma male protagonist. It’s just a better plotted story with a more satisfying conclusion that makes sense of everything that had puzzled you along the way.

Meanwhile, Williamson? He positively humiliates his protagonist in the worst way possible… and then he allows him to wake up a couple years later and just “understand” that the bad guys he was supposed to defeat actually had mankind’s best interests at heart all along. This is insulting, really. Particularly so for somebody that has had to witness first hand tacky AI’s ruining what used to be a moderately useful internet.

Jack Williamson is a nice guy who has a career that spans a great many decades. His entire body of work was called out on the justifiably infamous Appendix N list from the 1979 Dungeon Masters Guide. Why exactly would he have fired the imagination of either Gary Gygax or one of his close collaborators? I can’t say! But I can tell you that it could not have been because of The Humanoids. It really should have been a first rate novel. In reality, Williamson ought not ever have revisited his brilliant short story “With Folded Hands” at all.

Disappointing!

“With Folded Hands…” by Jack Williamson

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I knew that this was one of Jack Williamson’s most famous stories. I knew that it had been adapted into a novel-length treatment and that Williamson’s peers had lavished it with undiluted praise. I knew that this was something I really ought to get around to reading sooner or later. What I didn’t know was just how much enjoyment I would get out of it.

It is indeed a classic-tier story that ought on to be on everyone’s shortlist. And no, I can’t offer any explanation for why this author and this work just vanished from all discussion in the years following his death. It’s stupid. And it ought not be so.

That it was written in 1947 ensures its baseline ethos to hail from the picture perfect 1950’s era suburban home and its happy nuclear family. That every bit of it is annihilated due to the import of initially harmless-seeming black humanoids is weirdly unsettling. First the entirely all too relatable protagonist loses his livelihood due to the arrival of these newcomers. Then he loses the ability to enjoy any of his or his family’s hobbies. Finally he loses the ability to criticize or comment on anything about the changes to his life which all are ostensibly to keep him happy.

It’s just too real.

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It is fun to tick through the number of science fiction tropes which Williamson anticipates. He has here a very well executed rendering of Star Trek’s Borg and also the Dumarest series’ Cyclan. In a move which predicts both the internet and countless “Smart” devices, Williamson’s robots embody a shared consciousness which derives from an entire planet’s worth of computing power. On page after page, you will find yourself nodding as Williamson predicts some aspect of contemporary life which has long since become wearying for us. Heck, he was even decades ahead on the ruining of childhood by adults which are obsessed with bogus safety standards.

I am not sure what comfort there is in knowing that someone grasped that the future was going to be humiliating even eighty years ago. But hey, maybe you will find yourself surrounded by the sort of people that reflexively believe things that the AI tell them and that gloat about the coming of ridiculous AI girlfriends which will finally be able to give these guys the experience of being able to pretend that someone actually cares about them.

In that day which surely cannot be too terribly far off, I would like to imagine you remembering this post. I envision you shutting off your phone and your laptop and settling into an incredibly pleasant Sunday afternoon as you lose yourself in a classic science fiction work such as Jack Williamson’s The Humanoids. Ultimately, I foresee you recovering some dimly remembered piece of your own humanity– and perhaps even the resolve necessary to find a way to destroy these ugly and tacky machines which have ruined so much that was good.

That day can’t come soon enough.

The Big Wheels Have No Idea

This just about sums everything up:

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I means seriously, look at how much is packed in there!

  1. The literature which derives from D&D is fundamentally different from the literature which inspired D&D.
  2. People working at a very high level with the D&D property cannot imagine how to actually play the game with characters that reach the upper echelons of power.
  3. More top the point, “we never actually played real D&D and are only dimly aware of this fact.”

This is not just about Mike Mearls. This is about the fact that an entire generation of creators and games people were unable to convey to him the kind of imagination required to make this weird game actually work.

Hot on the heels of this sad testimonial comes a guy who was ACTUALLY THERE back at the dawn of the hobby:

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Now, I am sympathetic to this one. After all, I am always ready to hear from video game creators that tabletop rpgs provide a superior experience. But… “interactive story tellers”? Really?

You have to wonder if anyone back then even tried to play the game that is actually described by those rules booklets. So this post I would characterize more as, “we never actually played real D&D and are not even dimly aware of this fact.”

A subtle but crucial difference to be sure!

Fortunately, there is an alternative to fake and limited gaming culture of these chuckleheads. Get on board with the winning secrets of great D&D today!

A Ley Line Walker Character Just For You!

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I know you thought no one was going to get you the Christmas Gaming Gift of your dreams, but here I am bringing you a totally playable first level Ley Line Walker for your post apocalyptic campaigning. And given how long it takes to figure out how to do anything with Rifts and dig through half a dozen books just to get the hang of the basics, I am sure you will be glad I did. After all, this game is not going to play itself!

Check it out:

Alignment: Principled
Attributes: IQ 13, ME 17*, MA 8, PS 13, PP 10, PE 12, PB 14, Spd 18
Hit Points: 15
S.D.C.: 35
P.P.E.: 122
Experience Level: First level Ley Line Walker
Bonuses: +1 to save vs. psionic attack*, +1 to save vs. insanity*, +4 to save vs. Horror Factor, +2 to save versus possession & mind control, +3 to save vs. curses, 4 attacks/actions per melee round**, +2 to pull punch**, +2 to roll with punch/fall**, +3 to roll with impact ** ***, +1 to parry/Dodge***
O.C.C. Skills: English 98%, Latin 75%, [Some weird esoteric/demonic language] 75%, Climbing 50%/40%, Math: Basic 60%, Land Navigation 44%, Wilderness Survival 45%, Pilot 69%, Lore: Demon & Monster 45%, Lore: Faerie 40%, Lore: Magic 40%, Lore: Psychic & Psionics 40%, Lore: Religion 45% 4 Lore, Hand to Hand: Basic**
O.C.C. Related Skills: Astronomy & Navigation 55%, Excavation 40%, Intelligence 41%, Mathematics (Advanced) 60%, Prowl 30%, Spelunking 45%, Streetwise 24%
Secondary Skills: Athletics (general)***, Body Building & Weightlifting, W.P. Knife, W.P. Axe, W.P. Hand guns, W.P. Energy Pistol
Weapons: Survival knife, hand axe, automatic pistol, energy pistol
Equipment: Cape, travel clothes, knapsack, backpack, 1 small sack, 1 large sack, six wooden stakes, mallet, canteen, binoculars, tinted goggles, air filter and gas mask, flashlight, 100 feet of cord and grappling hook, pencils and notepad.
Gear/Money: Off Road Motor Cycle, Light Concealed Ley Line Walker Armor (31 M.D.C.) (Rifts Ultimate p. 113), Portable Short-Range Radar System (GM Guide p. 187), and 4,000 credits.
First Level Invocations: Cloud of Smoke (2), See the Invisible (4), Thunderclap (4)
Second Level Invocations: Befuddle (6), Fear (Horror Factor: 16) (5), Levitation (5)
Third Level Invocations: Armor of Ithan (10), Invisibility: Simple (6), Impervious to Fire (5)
Fourth Level Invocations: Astral Projection (10), Carpet of Adhesion (10), Fire Bolt (7)

The important thing to know here is Armor of Ithan grants 10 M.D.C. of protection per character level and takes half damage from magic fire, lightning, and cold. The Fire Bolt is +4 to strike and does 4d6 M.D.C. damage.

As far as new spells go, he will automatically pick up one moderate level Ley Line spell each time he levels– this will cost half the normal P.P.E. amount. This is the stuff that makes this class what it is, so don’t forget to look these up in your copy of the Rifts Book of Magic when you level up for the first time!

The Ley Line Walker’s signature ability is that he can learn any spell of and level at any time he wants. The prices for these are so steep, it is more likely that the character will perform a quest in exchange for a midlevel spell before he could acquire the credits to pay for it. (A level five spell costs 50,000 credits… if you can find a seller!) On the other hand, the prices on the equipment listings are even higher for typical soldier gear, so maybe the players can actually come into this kind of money somehow.

The O.C.C. abilities of the Ley Line Walker are impressive. He can sense ley lines, rifts, magic use, and magical energy. He can use ley lines for communication, travel, rejuvenation, reconnaissance, and defense. There are all essentially super powers that go far beyond what typical spells can do. But they only work when you are at a ley line.

A note about the attribute requirements for a Ley Line Walker: they are actually hard to qualify for! They only need an IQ of 10 and a PE of 12, but it took me nine tries to get that. Five qualified for Cyber-knight. Six qualified for Glitter Boy. One qualified for Headhunter and Robot Pilot. Seven qualified for Body Fixer. Two qualified for Cyber-Doc. Seven qualified for Operator. Four qualified for Rogue Scholar. Three qualified for Rogue Scientist. One qualified for Wilderness Scout. Four of those qualified for Mystics. Three qualified for Shifters and/or Techno-Wizards. (Combat Cyborg, Crazies, Juicers, Merc Soldier, City Rat, Vagabond, Elemental Fusionist, Burster, Dog Boy, Mind Melter, Psi-Stalker, and Dragon Hatchling have no attribute requirements.) The Robot Pilot being the hardest to get into is a real surprise here!

Rifts does not have endless amounts of dungeon adventure scenarios for players to wear themselves out on. Its source material details a vast overworld full of insane power players where nearly everyone is overpowered compared to the typical D&D character. You can see from the above that a measly first level wizard type guy in Rifts is pretty much a mid-level magic-user… with outright super powers in addition to a laser pistol. This is what the ground floor looks like in this game.

Rifts doesn’t have any sort of wilderness travel rules or random encounter system, so the referee is pretty well left to make everything up whole cloth. From what I gather, this guy should be performing missions for some kind of patron outfit, heading out to a leyline on his motorbike, zapping himself along the lines some how, and then maybe spelunking down into some cave complex in Kentucky, fighting some demon creatures, retrieving an artifact, and then hightailing it back to Ohio.

Can you do that without having any sort of random tables or monster manual to do the heavy lifting for you? I’m sure you could! Long story short, though, when this guy gets back to base he is going to want a new spell that is suitable for the amount of risks and adventure he managed to win through. And you as the Game Master are going to give it to him, too– even if it is a fairly powerful mid to high-level spell!

Some people might debate that, sure. But around here… this is the true meaning of Riftsmas.

The Best Game Session of All Time

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It’s Christmas and that means seasonal depression.

All of those long vacations through your high school and college years where your best friends gathered together for epic game sessions that would rage on until three in the morning? They’re all gone. It’s normal. But it doesn’t seem right. Something is missing.

There is this persistent idea that there should be something under the tree that makes for the “wow” moment for the Polaroid picture. Does that even happen anymore? I can’t remember a slam dunk Christmas present like the ones of old. Maybe the internet put an end to that, I don’t know. Either way, there’s not really much to get excited about when your friends are gone.

When you love games it’s worse. You can’t get the seminal table top games experience from a video game. You can’t even get it going to a convention. There is something intensely personal about the medium. And it is simply not to be had. For decades now, every table seems to have the equivalent of the tacky Amazon project manager chick that plays Bejeweled when it isn’t her turn. It’s just not what I signed up for. I mean why bother?

One of those longtime friends of mine that I will never see again used to say, “there is only one thing that will keep you from being happy. Not knowing what you want. And not knowing how to get it.” There’s something to that. And I think I finally figured it out.

I’d actually put the word out that the only thing I wanted for Christmas was to be able to play Space Empires again. This very easily could have fallen apart– something about the holidays makes people crazy I think– but everything came together. I even managed to get my opponent to knock the rust off at Thanksgiving. I took the time to play many hours of solitaire battles so as not to waste the opportunity. We met at a Starbucks. They had the perfect table in this back section where nobody went except for the laptop zombies. We set up Space Empires and got directly into what can only be described as Christmas miracle.

I opened with Raiders. I skipped Terraforming and Merchant Pipelines in order to get fleets in play instantly. I researched Exploration tech and fitted it to my Flagship and we were on our way. Pretty soon I had several counters in the middle of the neutral zone. My opponent panicked, declaring that he desperately needed fleets on the board. What followed was four straight hours of nail-biting action where the entire game seemed to hang in the balance on every turn.

My opponent had guessed that I had Raiders, so he never had a fight without Scanners involved. If he hadn’t anticipated this, the game would have likely ended right out of the gate. I started researching Movement tech. My faster fleets converged on his empire just as my slow ones were arriving. I wiped out entire fleets of starships and destroyed two Colonies with their Industrial Centers. More of my fleets arrived. My opponent became demoralized. We agreed that if I could take one more Colony out that the game would likely belong to me. But this turned out to be harder to achieve than I anticipated.

I had bet on Cloak-2 Move-4 Attack-1 Raiders. My opponent was still at Move-1. I thought I could dance around him and blow up some more colonies– and I think I would have done it if I had forced him to split his forces a second time. Doubling down on Raiders was a mistake. I was never going to eliminate his Destroyers entirely. I should have switched to Cruisers so that I could trump him in the firing order sequence. I could have withdrawn on one front in order to set up another two pronged attack. I could have used my initial garbage fleet of two Scouts and a Flagship to put additional pressure on a third location, forcing my opponent to dilute his defense. I could have spared some CP to set up a forward base at that one Alien planet in the neutral zone.

Alas! It all came down to my Move-4 fleet forking three different colonies at the end of a turn set. The entire game hinged on who could win the bid for turn order. My opponent had a higher income after fleet maintenance was taken out. He shut down my invasion. What’s more, he was completely energized. After his fate had hung by a thread for four straight hours of constant battle and maneuver, he was now positive he could win the game. Reluctantly, he agreed to call it a draw. But then he said, “I wish we could order a pizza and then play this for another five hours.”

That was it. That was the moment. We hadn’t just played the best game session of all time. We had saved Christmas. There was no tree. There was no Polaroid. But after so long, that fabled “wow” moment had finally descended yet again. Most importantly we knew that we were going to be doing this again.

But the next time, there is going to be pizza arriving at the five hour mark.

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These fleets hitting the center of the board so early were just so intimidating. There is a colony planet to the right of the ships in the Asteroid field. If I had known I could only just barely keep my opponent pinned down and putting out fires for several turns, I would have bought Terraforming and sent a colony ship to it.

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I really needed to make a strategic withdrawal here while my other units attacked on the opposite side. He could not have been two places at once. Forward bases which could be used to refit my ships would have also been a winner.

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My slow fleet could have explored a way through to that isolated Colony on the far right. What a wasted opportunity!

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Here it is. The moment that was decided by Yellow putting EVERYTHING on a turn order bid. Incredible!

The terrain on this map could not have been more confounding. Double Black Holes. Double Space Folds. Asteroids and Nebula positioned in the absolute WORST possible location for an invader. The terrain itself literally turned the tide.

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