A couple of years ago, I noted a "problem" with Appendix N and the putative Appendix T suffers from a similar problem. Marc Miller provides no commentary on the books and authors he cites, leaving it to us to figure out what and in what way they were inspirational to him. This is in contrast to, say, the literary appendix found in RuneQuest, which is much more explicit about the debts owed to its contents. This fact in no way lessens the value of reading any of these books, but it does sometimes make it harder to declare definitively that this or that element of a roleplaying game was based on something from a particular book.
And sometimes it's quite obvious. That would seem to be the case for Harry Harrison's 1960 novel, Deathworld, which was originally serialized over the course of six issues of Astounding Science Fiction before being collected under a single cover and published separately by Bantam in September of the same year. The book's success would result in two sequels, both of which were also serialized in Analog (the new name of Astounding) in 1964 and 1968 respectively. Though I've read all three of these novels, this post focuses primarily on the first and, in my opinion, best of the trilogy.
Deathworld follows the adventures of Jason dinAlt, a gambler with limited psionic abilities that prove useful to him in his chosen vocation. Jason travels to the planet Pyrrus after impressing its ambassador with his skill at gambling. Pyrrus possesses an extraordinarily hostile environment, consisting of high gravity, violent weather, seismic instability, radiation, and a biosphere in which every organism, from animals to plants to microbes is lethally adapted to kill humans. Pyrrus is quite literally a deathworld and Jason seeks to test his mettle against its many dangers. Gambling is not just his profession, it's also representative of his character. He's a risk taker by nature and the deadliness of Pyrrus intrigues him on almost a primal level.
The planet's settlers survive there only through constant training and militarized discipline. Despite this, enough of them still die that their numbers continue to dwindle. Consequently, Jason becomes intrigued by why the planet is so uniformly hostile and why the colony is failing despite the extreme measures it has taken. While doing so, Jason discovers a second group of human colonists, the “grubbers,” who live in the wilderness in relative harmony with Pyrrus. Unlike the city dwellers, whom they call "junkmen," the grubbers use psionic “talkers” to coexist with the planet’s life and kill only when necessary. Jason then comes to realize that the biosphere of Pyrrus itself is psionic and reacting collectively to the behavior of the colonists who have settled on it. Thus, around the city, all life is telepathically unified in hostility, responding to their constant aggression with coordinated, evolving attacks. Attempts by the city dwellers to destroy the source of this hostility only worsen the situation, confirming that the conflict is systemic rather than merely localized.
Having discovered this, Jason theorizes that Pyrrus is not inherently a deathworld but has only become such in response to human attitudes. The city dwellers' indiscriminate violence has triggered the planet’s ecosystem into treating them as an existential threat, while the grubbers’ more balanced approach allows a degree of coexistence. Jason's solution is, therefore, not technological but cultural. He proposes the gradual integration of the two groups of colonists, with exchange of knowledge and a shift toward living in harmony with the planet's environment. In this way, Jason offers them a path by which Pyrrus can cease to be a deathworld and become a home better suited to human life.
As I said, it's pretty easy to see what this book inspired in Traveller. First, there's Jason dinAlt himself, who's an archetypal space-going adventurer, driven by a desire to challenge himself against whatever the galaxy throws at him. Second, there's the low-level psionic abilities, something Traveller has included since the beginning. Third, and probably more importantly, there's the mystery surrounding the deadly nature of Pyrrus and its environment. Traveller adventures are full of planets like this, where its society, history, or environment (or some combination of them) are presented as problems to be solved. Taken together, Deathworld strikes me as having obvious connections to Marc Miller's masterpiece.
On a personal note, I came to Deathworld and its sequels because of having read Harrison's other series of pulp sci-fi romps featuring the Stainless Steel Rat. Though different in both their content and overt style, the two series share certain traits, most notably their social satire and use of Esperanto. Though I can't be certain, I believe it was one or the other of these series that first introduced me to the constructed language and I've been an admirer of it ever since. That's why Thousand Suns employs Esperanto as a stand-in for the universal Terran language of the setting. Regardless, Deathworld is a quick, fun read and worth your time if you can find a copy. It's short and unpretentious, both of which I consider cardinal virtues in a literary age replete with their opposites.

I read it and its sequels about 15 years ago now and found the stories frustrating as I wanted more about the planet itself. Very few species are described and then the stories go off to other planets. I want Deathworld in my Deathworld stories.
ReplyDeleteIn a way, it is like replacing the first two Dune sequels with stories about Fremen on planets other than Arrakis.
Otherwise I found them perfectly acceptable representative stories from the era. They read 50's and 60's with all the good and bad that come with that.
They are very definitely tied to the period they were written in, that's for sure. Both psionics as an accepted future fact and Esperanto as the language of the future recur enough in the late 50s and throughout the 60s that it becomes pretty noticeable when sampling the era from a later POV. I still tend to subconsciously associate the two because of it.
DeleteScience fiction has its fads too, and in creative circles ideas spread like communicable diseases.
I recently read the biography of Campbell during his days as the editor of Astounding... They belief they had in psychic powers was curiously strong.
DeleteDeathworlds were lifted, name included, for Warhammer 40,000 too. No surprise, as that setting is a patchwork of borrowings.
ReplyDeleteI don't think many folks in their thirties and forties have read Harrison, much less the Deathworld books. He's been largely OOP for a long time now, and you'd have to work to find him. When he is remembered by people born beyond 2000 it's usually for the Stainless Steel Rat books.
ReplyDelete"Deathworld" as a concept is better-known in gaming circles, often without associating Harrison with it at all. You can blame a lot of that on Games Workshop and Wahammer 40K, who (as with so many things) happily stole the idea without either crediting the source or staying true to it. Their "grimdark" galaxy is littered with "Deathworlds" with the iconic one being Catachan, home of the famous Catachan Jungle Fighter regiments, who all look like they're auditioning for a Rambo film. The early versions of the trope by GW largely ignored the "whole ecosystem is psionically linked" concept, thereby losing a key element of the novel. There wasn't a hint of locals going native and living in peace with the local life forms - at least in part because the "Grubbers" were explicitly psionic and the 40K Imperium treats psionics as deadly threats to humanity that can't be allowed to go unsupervised for a moment, and should probably either be killed outright if they aren't useful to the Powers That Be.
That has gradually morphed into most biological "deathworlds" being sites where there was a former Tyranid invasion (Tyranids being a bunch of nightmare psionic space locusts who wander the galaxy devouring biomass and leaving barren rocks behind) predating the evolution of humanity. This at least goes some way toward explaining the extreme adaptability and hostility thing. It also re-introduces a psionic linkage through a sort-of-Hive-Mind, which general networks itself with the real Tyranid Hive Mind the moment some of them show up in-system.
Still no credit to Harrison though. And definitely not a hint of learning to live with the world you're on instead of fighting it, because that would be heresy and get you burned by furious space nuns or some equally grimdark fate. They couldn't have missed the point of the first novel more if they'd tried, but of course they weren't trying.
Sounds like James Cameron ripped of Deathworld for the Avatar series.
ReplyDelete