Wednesday, March 25, 2026

The Terran State

The Terran State by James Maliszewski

Whether Federation or Empire, Some Truths Remain

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Retrospective: The Argon Gambit

Today, I make good on a promise I made two weeks ago to write a retrospective on the other adventure included in GDW’s Double Adventure 3 for TravellerThe Argon Gambit. Compared to its companion, Death Station, it rarely receives much attention, even among dedicated Traveller fans. That’s understandable to a degree, since it is more closely tied to the Third Imperium setting and therefore less easily adapted to other contexts. Even so, The Argon Gambit is a solid scenario that plays to Traveller’s strengths as a more “serious” science fiction RPG. Rereading it, I was struck by how influential it must have been on me when I was younger, as its overall structure closely resembles many of the scenarios I’ve written or refereed over the years.

The Argon Gambit is very explicitly set in the Solomani Rim, far removed from the familiar Spinward Marches. This sector is defined primarily by human conflicts, especially the ideological tensions between the Solomani and the Third Imperium. Solomani belief in the superiority of Terran humans casts a long shadow here, shaping the sector's politics in ways that The Argon Gambit exploits for their adventure potential. 

In terms of structure, the adventure begins simply, in a way that familiar, almost clichéd, for longtime players of Traveller. The characters, in need of money, are hired to steal a set of genealogical documents from a villa in the titular city of Argon on the planet Janosz. Like all such jobs, it appears straightforward at first, but, as it turns out, the documents in question are being used for blackmail and their contents carry explosive political implications, since the Solomani Party places great emphasis on the genetic "purity" of its members. 

After the initial job, The Argon Gambit becomes a political mystery involving a three-way struggle within the local Solomani Party. A hardline supremacist, a moderate rival, and an ostensibly neutral power broker all maneuver for advantage. Behind them lurks a deeper game. The patron who hires the characters is himself an Imperial agent, seeking to manipulate events so that both major factions are discredited, leaving his own puppet in control.

It's a terrific set-up for an adventure that could only really work within the context of GDW's Third Imperium setting. That's both a blessing and curse, depending on how wedded one is to the game's official setting. For me, it was great, but I can easily imagine people less enthused with the setting finding it too obscure or focused on setting-specific minutiae to be useful. That's why I suspect The Argon Gambit doesn't get as much love as Death Station.

At the same time, the adventure, designed by Frank Chadwick, makes excellent use of the classic Traveller adventure components, like rumors, which it categorizes by source and ties to the characters’ backgrounds (e.g. Navy, TAS, noble title, etc.). These rumors are essential to understanding the situation on Janosz, though their presentation is frustrating. The referee must piece together the scenario much as the players do, only really understanding the full scope of what's happening after reading explanatory notes at its very end. That's not a problem as such, but it means the referee probably needs to read the adventure several times before attempting to run it (yes, yes, I know, that's only common sense ...).

More interesting, I think, is the moral ambiguity of the scenario. Everyone involved is compromised in some way and acting according to their own best interests. There's no obvious "right" way to proceed. The characters begin as pawns in someone else’s scheme, but, as they uncover more of what's actually happening, they, in turn, have the opportunity to bring about a conclusion that they think is best and the adventure passes no judgments on that. Consequently, it's a very open-ended and heavily reliant not just player choice but referee implementation. This is the kind of adventure that could kick off an entire campaign – or complicate an existing one.

It's a shame that The Argon Gambit isn't better known and appreciated. As I said at the beginning of this post, I hadn't realized the extent of its influence over my own personal style and preferences as a referee until I re-read it in preparation for writing this. I tend to include lots of moral ambiguity and compromised figures in my games. While I don't favor "edgy" or "dark" content, I likewise shy away from clear "good guys" and "bad guys," preferring NPCs whose motivations and actions are more muddled and, dare I say, human. I'm not sure I picked these tendencies up solely from The Argon Gambit, but there's no question the adventure played a role in my doing so, hence my continued affection for it after more than four decades.

Tuesday, March 24, 2026

REPOST: The Articles of Dragon: "Dragonchess"


Issue #100 of Dragon (August 1985) was a milestone for the periodical, as well as for me. For the magazine, it was a portentous number to use as an occasion for celebration. For me, though I didn't know it at the time, it represented the end of an era. The same month that this was released was the last time I attended a "games day" hosted by a public library. It may have even been the last such gathering my local public libraries sponsored, since I don't ever recall hearing of others. Even if it wasn't, I remember well that my last one was a rather underwhelming affair, with far fewer participants than previous ones and most of those who did attend were much younger than I. There weren't nearly as many teenagers, let alone college students or adults, and that disappointed me.

From my perspective, it seemed as if the demographics of the hobby had changed over night and I didn't like the change, especially now that I was one of the "older kids" I looked up to when I was younger. In retrospect, it's obvious to me how hypocritical I was back then, wanting to distance myself from the 10 year-olds clutching their Elmore-covered Basic Sets the way I had done with Sutherland-covered one a mere six years before. But six years is a long time in the life of a child and, as a teenager, I wanted no reminders of my younger self. Thanks goodness that the teenagers of my younger years did not feel the same way!

There was more to it than adolescent snobbery, though. The hobby really did seem to be changing by late 1985 and, while I was still as keenly interested in it as ever, it became much harder to find people with whom to play and, for the most part, the new RPGs coming out held much less appeal to me than those published in the years before. Issue #100 wasn't my last issue of Dragon, but I did let me subscription lapse not long thereafter; it would never again play as central a role in my connection to and understanding of the hobby after that.

The funny thing is that, for all the fanfare surrounding issue #100, it wasn't a particularly memorable issue. The only things I still remember about it are the adventure set in 20th century London and Gary Gygax's article (and accompanying Greyhawk short story) about a chess variant called "dragonchess." Dragonchess is a three-dimensional version of chess, with boards representing the sky, the land, and the underworld. I'd known about 3D chess variants ever since I'd watched Star Trek in reruns in the mid-70s, but this was, I think, the first time I'd ever seen the rules for such a game – and by Gary Gygax no less! Needless to say I fell completely in love with the idea of playing dragonchess.

There were, of course, two problems with this. First, and perhaps most importantly, I am a terrible chess player. I can barely hold my own in a regular game; learning and mastering a variant that uses three boards at once was almost certainly going to be beyond me. Second, to play dragonchess, one must assemble the boards for oneself and that, too, requires skills I did not possess. This didn't stop me from trying, of course, but I utterly failed to do so. Ultimately, I gave up the idea of having three boards stacked on top of one another and instead opted for having three boards placed side by side. This required me – and the poor souls I goaded into playing with me – to keep track of which squares on one board were "over" or "under" others. That was hardly insurmountable but it was nevertheless trying, particularly when one considers how many other aspects of standard chess Gygax changed in his variant.

Dragonchess had a much larger number of pieces – 42 per side, consisting of 15 different types. Likewise, many of these pieces had unique moves unlike those in standard chess. Furthermore, some pieces behaved differently depending on which board they were currently situated, while others were bound to a single board. The object of dragonchess is the same as regular chess, so that is at least familiar. However, the larger number of pieces and types, not to mention the presence of three dimensions, made it much more difficult to grasp. That's not a criticism of the game itself, which looked like it'd be a lot of fun when played by two opponents who are both skilled at standard chess and well acquainted with the unusual aspects of dragonchess.

Alas, I was neither of those things and, while enthusiastic for the game, I was not very good at teaching its rules to others. Add to it that I didn't have a "proper" board and it's little wonder I never got the chance to play many games of dragonchess. Nowadays, I look back on my efforts with more than a little embarrassment – the follies of youth! One of several that this issue of Dragon brings to memory.

Monday, March 23, 2026

Reconciliation

Reconciliation by James Maliszewski

The Ominous Meaning of an Innocuous Term

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Pulp Science Fiction Library: The Rebel Worlds

I'm sure it'll come as no surprise, given my recent posts here and over on my Substack, that I'm in a decidedly science fictional frame of mind of late. As work continues on the second edition of Thousand Suns, I'm finding it harder and harder to maintain any focus on fantasy, which usually occupies pride of place on the blog. Consequently, when I started pondering which story or novel I'd discuss today, I immediately thought of the tales of Poul Anderson's interstellar secret agent, Dominic Flandry, sometimes called "the James Bond of science fiction," even though he first appeared two years before Ian Fleming's much more famous character.

The Flandry stories have long been favorites of mine. I was probably introduced to them through Traveller, whose Third Imperium setting borrows liberally from Anderson's "Technic" future history featuring Flandry and his predecessors, Nicholas van Rijn and David Falkayn. Though I fell in love with these tales for their espionage-inflected action, what ultimately solidified their place in my affections was their understated melancholy. Flandry, as an officer of the Imperial Navy, is duty-bound to defend a sclerotic empire he knows is dying because he believes the alternative – the Long Night – is worse. Something about that spoke to me, even in my teen years, and, the older I get, the more it does so.

This theme is central to Anderson's 1969 novel of Flandry, The Rebel Worlds. The novel begins with Flandry being dispatched to Alpha Crucis sector to deal with the titular rebellion brewing there. The uprising began after Admiral Hugh McCormac, a respected and decorated officer, uncovers corruption abuses by the imperial governor of the sector. McCormac attempts to remove the governor, as is his right, but is instead arrested, along with his wife. The admiral eventually escapes custody and becomes the leader of a growing insurgency, not just against the corrupt governor but against the Empire itself. 

Flandry is ordered by Naval Intelligence to deal with this problem, but, as he investigates conditions in the sector, he finds that the rebels’ grievances are legitimate and that imperial rule there has indeed become exploitative and short-sighted. Complicating matters further, he becomes personally entangled with people connected to the rebellion, including the admiral’s wife, with whom he falls in love. Despite his sympathy for the rebels, Flandry ultimately concludes that allowing the revolt to succeed would weaken the Empire at a critical moment and hasten its ultimate collapse, an outcome he cannot countenance. He therefore works, with reluctance and increasing cynicism, to undermine the rebellion and restore imperial control, even as he recognizes that any victory he achieves for the Empire is only temporary but comes at the cost of justice. 

What I most enjoy about The Rebel Worlds is Anderson’s refusal to grant either Flandry or the reader a moral "escape hatch." The rebellion is justified; there is no doubt about that. Admiral McCormac is an honorable man responding to genuine abuses and his grievances against the Empire are real. Flandry himself recognizes this. Even so, he also believes that the consequences of successful revolt, even one undertaken for the "right" reasons, would serve as a catalyst for the Empire's collapse. The novel thus presents its central conflict as being between competing goods rather between something so simple as "good" and "evil."

This is the thematic core of the Flandry series. The Terran Empire is thoroughly corrupt and declining, but it still serves as a bulwark against the coming dark age of fragmentation and loss. Flandry is under no illusions about the Empire’s flaws. Indeed, the tragedy of the character lies in his clear-eyed understanding of them. Nevertheless, he chooses to defend it, not out of loyalty, let alone optimism, but because he judges the alternative to be worse. His is a calculus of decline, where every action preserves a flawed order at the cost of perpetuating its injustices.

That tension gives The Rebel Worlds its melancholy. Flandry’s wit, his indulgence in pleasure, even his romantic entanglement with McCormac's wife serve as a way of enduring the burden he carries. He succeeds in crushing the rebellion, but the victory is hollow. Because of his actions, the Empire endures for a little while longer. The Long Night is only postponed rather than prevented. That's enough for Flandry – or at least that's what he keeps telling himself in both this story and the others Anderson write about him.

If I may be so bold, I'd argue that The Rebel Worlds is about tragic responsibility. Though carrying himself with great panache, Flandry is not a hero who saves the day. Rather, he is a man who kicks the can of interstellar collapse down the road a little farther in the hope that, at the very least, he will never experience it during his lifetime. For Flandry, there are no clean choices, only necessary ones. Anderson's talent as a writer is that he doesn't cheer this or present it in a cool or edgy way. It's ultimately sad and tragic and that's probably why it continues to resonate with me after all these years. 

Friday, March 20, 2026

Interstellar War in the Thousand Suns

Interstellar War in the Thousand Suns by James Maliszewski

The Consequences of Time and Distance

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Wednesday, March 18, 2026

The Thousand Suns Campaign Loop

The Thousand Suns Campaign Loop by James Maliszewski

What the Second Edition Aims to Do

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Tuesday, March 17, 2026

Retrospective: Fading Suns

(Yes, I know I said I'd do a post today about Argon Gambit, the other adventure found in GDW's Double Adventure 3 and I will, but the Muse had other thoughts, as she often does, and here we are.)

When I initiated the Retrospective series back in 2008, my unthinking assumption was that I would limit myself to writing about RPG products from the first decade or so of the hobby, since that was, more or less, the period when most of what we now call old school games were published. Even though I hadn't given it much thought beforehand, this was, I think, a perfectly defensible position at the time. However, eighteen(!) years have passed since I wrote that first Retrospective post, meaning that more and more of RPG history is now further in the rearview mirror, with even the mid-1990s being three decades ago. 

Likewise, my own interest in the history and development of the hobby has similarly expanded, meaning that the scope of what I want to discuss here is not quite as narrow as it once was. That and the fact that I'm now seventeen sessions into my Dark Between the Stars campaign made me think that maybe I should take a look at Holistic Design's Fading Suns science fiction roleplaying game, whose first edition was released in 1996. 

I distinctly recall when I first saw a copy Fading Suns on the shelf of my local game store, sitting right beside Deadlands, which had come out at the same time. Being an inveterate science fiction fan, I was naturally drawn to the book's weird and moody cover, featuring what I eventually realized was a jumpgate floating in the void of space. Flipping through it, I was similarly struck by its black and white artwork, which reminded me of the illustrations I'd seen in some of White Wolf's offerings. That shouldn't have been a surprise, since the creators of Fading Suns, Bill Bridges and Andrew Greenberg, who had previously been the developers of Werewolf: The Apocalypse and Vampire: The Masquerade before working at Holistic Design and brought some of White Wolf's sensibilities with them.

It's worth noting that Holistic Design is not primarily a roleplaying game publisher but rather a developer of computer games. One of its games was the turned-based strategy game Emperor of the Fading Suns, released in early 1997, six months or so after the RPG. From what I understand, Bridges and Greenberg were brought in to develop the setting of the computer game, which eventually became sufficiently detailed and complex that it was decided to release it as a tabletop roleplaying game. At the time, I knew nothing about the computer game, so my interest was entirely in the RPG, whose aesthetics brought to mind a mash-up of Dune, Warhammer 40K, and Gene Wolfe's "New Sun" series.

As it turned out, my instincts on this score were not far off, as that's pretty close to the general vibe of the setting of the game. Set at the dawn of the 51st century, Fading Suns posits a kind of interstellar Middle Ages, after the fall of a technologically sophisticated Republic. In its place arose an empire composed of scheming noble houses, a Church whose priests command real divine powers, and merchant guilds who retain some of the technology of earlier times. Arrayed against the empire are rebels, heretics, barbarians, and – worst of all – demonic powers dwelling in the dark between the stars. Then there's also the phenomenon of the titular fading suns, as the stars themselves are noticeably dimmed from an unknown cause, adding to the pre-apocalyptic feel of the setting.

The result is a portentous, wonderfully baroque setting that pulls on multiple threads of sci-fi, fantasy, and horror, byzantine political and religious intrigue, and some genuinely compelling mystical flights of fancy. For someone like me, this is catnip. Fading Suns manages to combine all these different elements together in a way that doesn't always cohere, but they nonetheless have a vibe that feels distinctive even if it's very obvious from where they're ultimately derived. It's an impressive act of creative alchemy that still holds up well three decades after its original release.

Where Fading Suns falls down, in my view, is its Victory Point rules system. They are, at best, workable, combining elements from White Wolf's Storyteller system and Pendragon with a blackjack-style "roll high but stay under a target number" approach. It's not the worst system ever conceived for a roleplaying game but it's often clunky in play. More than that, I have always found it hard to remember, which leads to frequent rulebook-flipping to confirm details of its implementation. That's always been the biggest downside to a game I've otherwise considered one of my personal favorites

Fading Suns cannot, by any stretch of the term, be considered an old school RPG. It's very much an example of the '90s push for more "narrative" games that placed a greater emphasis on mechanizing a character's inner life (i.e. beliefs, drives, passions, etc.) in a way intended to mimic literature and other media. These efforts are still in an embryonic form compared to later, more focused designs, so they don't bother me much. I still referee my current campaign in a rather old school, almost sandbox fashion, with the characters interacting with a setting full of factions all pursuing their own plans independent of them. Fading Suns practically begs for this kind of approach, since the Known Worlds already possess a multiplicity of power groups contending with one another for dominance.

Having contributed professional to its second and current editions, I am no doubt biased, but, for all its flaws, I consider Fading Suns a really good game, one that I've had a lot of fun with over the years. It's not perfect – what game is? – but it packs a lot of compelling, evocative ideas under one cover. I'm very glad to be revisiting it with the former House of Worms crew for however long the campaign lasts. 

The Articles of Dragon: "Pysbots and Battle Mechs"

For good or for ill, my interest in the history of the hobby of roleplaying is intertwined with my interest in the history of the industry to which it gave birth. In particular, I find the history of The House That D&D Built – TSR Hobbies – to be endlessly fascinating, especially how dysfunctional it seems to have been as a business for most of its existence. To be fair, very few RPG companies have much to crow about in this regard, but TSR seems to be a prime example of a company succeeding in spite of itself. The more I learn about TSR's history, the more surprised I am that it managed to survive for nearly a quarter of a century.

I was reminded of this as I looked through the Ares Section of issue #99 of Dragon magazine (July 1985) and came across Mike Breault's article "Psybots and Battle Mechs." The article in question was intended as a preview of a then-upcoming science fiction roleplaying game, entitled Proton Fire. By "preview," I don't mean of the game's rules but mostly of its background, though there are a few snippets about the mechanics (characters can be warriors, rangers, or engineers and there are "talents"). 

Background-wise, it's pretty thin gruel. The humans of the Matri system descend from colonists who long ago arrived from Earth and settled on Coreworld, the fourth planet of the system. In the colony’s early centuries, power gradually fell into the hands of the Corporation and its ruling council, the Quintad. Originally five elected officials, over time they became increasingly authoritarian. Their corruption deepened after the developments in cybernetics allowed them to transform themselves into immortal cyborgs and rule indefinitely through violence and intimidation. 

The dominance of the Quintad collapsed when a laboratory accident released a devastating virus that killed 90% of Coreworld’s population and shattered the Corporation’s control. In the aftermath, the University, an academic colony hidden within a moon of the fifth planet, declared independence and began searching for a new home for the surviving humans of Matri. The central conflict of Proton Fire now pits the University and its agents, who explore and defend humanity’s future, against the Corporation and the immortal Quintad, who seek to restore their former domination using ruthless operatives known as Eliminators.

Characters can be humans, cyborgs, or psybots. Humans are similar to their ancestors on Earth and protect themselves through the use of armored battle suits called mechs. Cyborgs are more or less what you'd expect. Psybots, meanwhile, are advanced robots that possess emotions and experience pain, but lack the empathy and insight of human beings. The article suggests that the characters devote themselves to exploration of new star systems and foiling the plans of the Quintad, though they never really explain what those plans are now that most of humanity is dead.

Despite all this, I was very intrigued by Proton Fire and looked forward to its release. I was and am a science fiction guy at heart and was genuinely curious to see if the actual game was more fully realized and expansive than this article suggested. Alas, that was not to be. A couple of issues later, TSR posted a retraction, in which they explained that there "wasn't a big market for a stand-alone robot game," so it would be repackaged as a supplement to Star Frontiers. That never happened either and all we have to go on regarding the game's final fate is what Steve Winter posted in a comment to this blog back in 2011.

I suspect this kind of thing happens more often than we realize. Goodness knows that my own track record when it comes to unfinished projects is far from stellar, so I shouldn't point fingers. Still, I'm just one guy, not a multi-million dollar game publisher like TSR was at the time. One day, I'd love to know more about Proton Fire and its origins. I suspect, though, it'll probably be one of those mysteries that I'll never see solved to my satisfaction. Oh, well.

Monday, March 16, 2026

Interstellar Commerce in the Thousand Suns

Interstellar Commerce in the Thousand Suns by James Maliszewski

Or, Everyone Loves Space Pirates.

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