Pocket forests. “The Miyawaki method of reforestation inserts small, densely packed wild acreage into urban environs. It’s proving wildly successful.” The key is densely planting diverse & native species…this isn’t just planting some trees.
Your response gave me a lot to think about, and ultimately I realized that I was completely bored by my job and needed something with more challenge and growth potential. I decided to take a transfer to a more high powered team. It was a lateral move with no pay increase and more work, but a ton of skill building and potential for growth into other higher paying cross-disciplinary teams. I took the transfer about halfway through my pregnancy so I was able to onboard and finish my training before maternity leave. Infant care spots are incredible few and expensive here, so I took a short leave and negotiated a part-time, completely flexible work schedule for when I came back from leave so I could be at home with my baby for the first year.
Professionally this has been the right move for me, and I did fine — some recognition, a few high visibility projects, and good performance reviews. Now two years out, I’m really happy with my decision and love my team and the work I’m doing.
Personally that first year was rough — I was always working or taking care of my baby (something the comments warned me about!) and the stress combined with the isolation of mothering a newborn took a toll on my mental health. I’m glad I did it — I didn’t have great options for infant care, and we made the best of a tough spot. But if I had to do it again, I would try and prioritize my rest. I also realized that the reason I had been able to do my job efficiently was because I had been relying on my memory and executive functioning at work, and new motherhood and lack of sleep made those disappear overnight. That first year was definitely a lesson in grace and lowering expectations.
Thanks for all your advice and the advice of your commenters!
Could This Fish Be a Notebook? “David Byrne learns how fisheries from Iceland to the Great Lakes are using 100% of their catch — and shares his tips for making fish head soup.”
Would you look at that, TIME asked me to chime in onwhat tech innovation defines American life at the moment, and while my answer is not surprising (a few others in this list also picked it, in one variation or another), I think my answer might have been slightly more poetic than the other answers here.
Nevertheless, it’s the first time I’ve ever been asked to write anything for the magazine; I have cropped up before in articles on various subjects but here I’ve actually contributed, even if it’s just a couple sentences. It counts! “Scalzi has written for TIME Magazine” is going into my bio now! For a former journalist, this feels like a proverbial feather in the proverbial hat.
I work at a creative company with 50+ people on staff, about 30 of whom come into the office regularly. It’s a great place to work overall, but I’ll be honest, I’m in a bit of a humbling professional moment. After being laid off from my more senior role earlier this year, I took on a junior position here because, well, times are hard and you do what you have to do.
Part of my current role involves managing the studio space, which includes keeping our small kitchenette tidy and running the dishwasher. I actually don’t mind this, I run the washer every night before I leave and empty it in the morning so there’s always space for dishes. What I do mind is that a subset of my colleagues continue to leave their dirty dishes and cups piled up in the sink despite the fact that a perfectly functional dishwasher is right there.
I’ve already sent a group message asking people to put their dishes directly in the dishwasher instead of leaving them in the sink, and for a while it helped, but old habits are creeping back. I’m now regularly cleaning up after adults who absolutely know better.
Truthfully, I know that cleaning the kitchen is technically part of my job. But having spent years in more senior roles, there’s something that stings about feeling like the office maid for people who can’t be bothered with basic courtesy. I’m aware that might be an ego thing on my part, and I’m trying to keep that in mind, but it’s hard.
My question is: how do I communicate, clearly and professionally, that this behavior needs to stop, without coming across as either a pushover or someone who’s overstepping? Is there a way to escalate this that doesn’t make me look like I’m making a big deal out of dishes? And is there anything I can do to manage my own frustration in the meantime?
This hinges on whether cleaning up other people’s dishes is supposed to be part of your job. In some offices it might be, with the idea that they want other people to be able to get back to their own jobs more quickly or not have to take time out between back-to-back meetings and/or they’ve accepted the reality that if they don’t specifically make it part of someone’s job, the kitchen quickly becomes chaos.
If it’s an intentional part of your job … well, then it’s the job, even if stings. If that’s the case, you have a few options: you can work on seeing it as perfectly dignified work, even though it’s different from the work you’re used to, or you can pitch your boss on making it not part of the job (although that may be challenging if they specifically want someone charged with it so that other people can back to their own jobs more quickly), or you can decide you’re not interested in a job that includes this element and look elsewhere. But if it’s genuinely part of the role and not your colleagues just being thoughtless, you’ve got to accept that as the reality of this position and try not to stew over it.
On the other hand, if it’s not supposed to be part of your job — if people are supposed to deal with their own dishes and you just run the dishwasher at the end of the day and keep the rest of the space clean — that’s different. If that’s the situation … well, you have a battle ahead of you. That’s frequently the case with office kitchens, which often suffer from the tragedy of the commons (where no one feels like it’s really their responsibility to take care of a shared resource). You’re looking for a way to tell people “cut this out” that will actually get through to them and doesn’t involve you melting down in a fit of rage, but as generations of people annoyed by messy office kitchens will tell you, there is no such magic string of words. Instead, realistically, your choices are:
* Continue the cycle where you remind people, they get better for a while, and then they backslide.
* Enlist someone who has the power to lay down the law with your coworkers about this (which they may or may not be willing to do in a way that really has teeth — and in practice, they might not be inclined to hassle a top performer who left a mug in the sink while running between meetings).
* Convince someone above you that the only way to solve this is with more extreme measures, like letting you throw out any dishes that are left in the sink at the end of the day, moving all the dishes left at the end of the day to a “dirty dishes box” where they will eventually get thrown out if not reclaimed, or switching the kitchen to only disposable dishes and utensils (possible, but they’d need to agree the problem is bad enough to warrant that, and there’s an environmental cost to doing that).
* Find a way to make peace with it (even if that’s just deciding that annoying as it is, you like the money you get for dealing with it).
Huh. A24 is coming out with an Anthony Bourdain biopic that focuses on the time period around the chef/writer’s college years, when he first started working in kitchens. Directed by Matt Johnson, who co-created Nirvana the Band the Show and directed BlackBerry. Could be good. (via rex)
Questline Designers: Marc-Andre Lavoie and Martin Lavoie Publisher: Thunderworks Players: 1-6 Age: 14+ Time: 15 minutes Preorder link – https://thunderworksgames.com/products/questline-card-game Played with review copy provided by publisher In Questline, players compete to earn the most reputation stars by … Continue reading →
Microshifting. “From a creativity standpoint, it’s good to take breaks. When you stop thinking about a task is when your best ideas come to you.” This is how I’ve worked for the past decade+…bursts of work throughout the day & week.
Tuesday is traditionally book-launch day. Today She Is Here has been out three months but as a small book from a small, independent press known for its anarchist leanings (see two of my favourites from their merch offerings, below) you might not have seen it reviewed in the usual places. (I didn’t go on tour, and did only two book events—one in person right here in Seattle, and one virtual for City Lights in San Francisco.)
Both events were great, and PM Press are very happy because sales have, by their lights, been unexpectedly strong. (Yay!) But I know there are more people out there who might enjoy the book if only they knew about it.
Some might enjoy what Gary Wolfe in his Locus review characterises as the four “good short but stabby poems.” Some might prefer the essays—including epistolary criticism such as “TheWomen You Didn’t See,” which is my analysis of how Tiptree’s identity shaped her short fiction. But what I’m really keen on getting readers to discover are the four pieces of my short fiction—particularly the original novella, Many Things in Dumnet. Why should you seek them out? Well, here I’m going to quote Wolfe again to save me the embarrassment of praising myself:
More than half the book consists of the four fiction selections. The shortest is “Glimmer”… a showpiece for Griffith’s lyrical prose, as a woman (who describes herself as “a cripple”) is transformed as she travels through time and space – “pulsing, lengthening, cooling, a cord stretched past the horizon along which she slides like a bead.” “Down the Path of the Sun”, one of Griffith’s earliest stories, is a grim but powerful postapocalyptic, postplague account of the narrator’s attempts to protect her sister in a violent, desperately diminished world. Both “Cold Wind” and “Many Things in Dumnet” are rare Griffith fantasy stories. “Cold Wind”, which begins in a women’s bar in contemporary Seattle, explores the complex relationships of predator and prey, as both the narrator and the strange woman she meets there both turn out to be not quite what they seem. “Many Things in Dumnet” is set in what appears to be a fantasy version of Griffith’s early medieval Britain, in which a musician, Anya Reine, arrives in Dumnet, “most southwesterly of the kingdoms of Albion,” and quickly lands a gig at a tavern – only to be warned that no one is allowed to perform without the approval of Macalla, who at first appears to be a local crime boss. But Macalla turns out to be far more than that, and so does Anya. Aided by totemic figures such as a silver fox, she eventually finds herself defending the kingdom from the predations of Macalla’s “wodebreath.” Apart from its supernatural fireworks and its convincing portrayal of a haunted medieval setting, the story also serves as a moving paean to the power of music…
Those who follow me on Patreon know quite a bit about Dumnet—it’s part of an SFnal alt-history set in a ninth-century Dumnonia (Cornwall and Devon) in which, over four hundred years earlier, the Fall of Rome coincided with the Fall of Something Nasty From the Sky and utterly changed the trajectories of every civilisation on earth. (I’m choosing my words carefully here.) But as that novel isn’t actually written yet, this novella is presented as a fantasy—the best way for it to make sense as a standalone. And having now written it and read part of it aloud that way, I remembered just how much enjoy writing fantasy: I can feel myself changing my mind. I think I will turn the novel into a a big-ol’ sword-swangin’ alt-history science-fantasy! Full of all those delicious tropes that writing realism (whether historical fiction, crime fiction, contemporary fiction about fighting ableism, science fiction), doesn’t always allow for: Music can save the world! Sex can save the world! Violence can be a good and useful and even, y’know, kind of cool thing! Lather everything in love and lust and loss and longing! And lesbians. And villains—eeeeeevil villains who can be defeated by lusty lesbians who love to sing! Fighting to save the whole fucking *world*!!! Oh, yep now that sounds exciting…
Er, anyway, my point is that if you like novels such as Spear, Hild, Menewood, and Ammonite, you will like this novella. So do me and PM Press and perhaps yourself a favour and go read “Many Things in Dumnet”—only to be found in She Is Here.
To whet your appetite, here are a few nice things people have said about the book:
“Beyond having an astute way with words, [Griffith] speaks with an emphatic, take-no-prisoners clarity. Griffith plays brilliantly to this strength in her new collection She Is Here.”— Eric Olson, Seattle Times
“Fresh work from [one] of the greats in the queer literary canon! This new book contains essays, poems, art, and stories. Griffith can indeed do it all.” — Autostraddle on She Is Here
“Griffith’s sharp and uncompromising voice comes across clearly in the nonfiction and the interview, but the important news for Griffith’s readers lies in the four short fiction pieces, especially an excellent novella, ‘Many Things in Dumnet’, which is original to the volume [and] serves as a moving paean to the power of music … She is Here is a revealing and rewarding self-portrait of one of our most important—and most outspoken—voices.” —Gary Wolfe, Locus
“A winning survey of Griffith’s work.” — Reactor on She Is Here
“The collection starts with the most shocking piece, Griffith’s ‘A Writer’s Manifesto.’ I was thrilled to hear Griffith read it aloud. ‘I want to write a novel that invades you,’ Griffith said. ‘I want to control what you think and feel, to put you right there, right then, killing and being killed, f—king and being f—ked, cooking and starving, drinking and thinking, barely surviving and absolutely thriving. I want to give you a life you’ve never had and change the one you live.’ From a lesser writer, these few sentences would sound arrogant, even egotistical. As it is, the manifesto is intense and…a little frightening. For Griffith, it’s a distillation of what she wants to do (and what she does) in all of her fiction. She is Here is an excellent and deeply personal introduction to both Griffith’s writing and her perspective on writing.” — Chaitna Deshmukh, The Daily
The weird throne in a creepy dungeon room is the classic sucker trap. The obvious perils include: triggering a magic effect that does damage to the sitter (or alternatively to their party and spares them); physical damage (falling rocks, poisoned spikes, etc.); or (the most classic) the sitter gets possessed or mind-controlled by the former occupant of the throne.
But to mix it up a little, here are some other ideas:
The throne speaks a prophecy about the person sitting in it. It's not a good one.
An identical copy of the sitter steps out from behind the throne, and claims it is the real one. Both copies have identical memories.
The sitter's body falls asleep and cannot be awakened. The sitter's mind wakes up somewhere else.
The throne ages the sitter. They become old and slow... but they have half-remembered memories of how the party successfully got out of this dungeon.
A grinding of stone and the clanking of chains is heard. It feels like the throne room is spinning around and descending. When it stops, it's actually in exactly the same place and orientation as before, but the PCs don't know that, and may assume they've been shifted elsewhere.
The PC is shifted back in time and becomes the previous king/emperor/whatever. The party members go with them, appearing in the roles of royal advisors. Now they're in charge of a kingdom/empire, but in the past... and they know it is doomed by the coming war.
aurilee writes:
Commentary by memnarch (who has not seen the movie)
Rey's totally gonna sit on that throne. It's got too much of an imposing appearance for that not to happen. Why? Because...... plot I guess. Maybe Kylo found some alcohol or something and drunk Force Calls Rey to encourage stupid decisions. That'd make just as much sense as anything else here, though I wouldn't be sad if we never saw that whiny villain again.
Hm. Or perhaps Palpatine is going to make an appearance and sits on the throne. Still no idea what purpose that would have, but that'd match up with the throne room in Episode VI. There's no easy view of the fighting going on of course, but maybe we could get the equivalent of a giant TV screen to display that instead. And of course, to fit with the aesthetic of the room, it'll need to be made of spiky rocks and have a washed out blue and black filter as well! We can just have the movie camera skip back to the actual location if there's anything interesting to see anyway.
1. Leadership discussing weight loss during an accommodations meeting
I’m writing about a conversation that happened a few months ago in my workplace that is still bothering me, and I’m not sure if there’s anywhere to escalate it or if I need to keep working on letting it go.
I work in public service for a small city and am part of a union. I was in a meeting with the head of HR (who reports to the mayor), my boss (the director of our organization), and the union rep. The meeting was set up to discuss a medical accommodation I was asking for. I self-identify as a fat woman, but the accommodation in question had nothing to do with that; it was about mental health.
Everything was going fine, everyone agreed to the accommodation, we had it all in writing, etc. But towards the end of the meeting, the conversation went off the rails when somebody (I think the union rep, but I’m not sure) mentioned that they’re cold all the time because they lost 50 pounds. The conversation went on like this:
Head of HR: Congratulations, how did you do it? Union rep: I do the shots. Director: I am also always cold because I did the same thing and I also lost 50 pounds. I’m trying to reach my goal weight after baby and then intend to go off the meds. Head of HR: Wow, you guys look fantastic.
And so on. By this point I had tuned out.
I found this topic wildly inappropriate and kind of offensive for leadership to be talking about in front of their employee, fat or not, especially when asking for a medical accommodation. I just kind of tuned out at the time, but it’s still bothering me that someone who is leading the HR department would bring that up with their employees, and that other people in leadership would continue the conversation.
I don’t know if there’s anywhere else to escalate this or complain about it, though. The next person up from both of these people is the mayor, and I can’t complain to my boss about the union rep since my boss was part of the problem. Is there anyone else I can complain to, and is it even worth it or should I just continue to try to let it go?
I get why it bothered you but yeah, you should let it go. People should be more aware of how they talk about bodies and dieting in work situations — well, in all situations, really — and especially at meetings that are on completely different topics, but it’s a reality of our culture that it comes up in all sorts of situations anyway. To them, they were just chatting, and it’s not inherently inappropriate for them to chat at the end of a meeting where the main topic had already been taken care of. Your objection is closer to (very legitimate) personal preference than to “an obvious rule has been violated and something should be done.”
2. My boss won’t tell me how I can get a higher performance rating
At the beginning of 2025, I, along with about 200 other people at my large organization, joined a brand new team to build and implement a huge new piece of software. With the project, I also took the opportunity to join a team that has a different focus than my old team. This meant that I had to learn an additional huge piece of software, gain programming skills with very little prior programming experience, and do light project management with at least a dozen vendors. I crushed all of my deadlines, and managers on other teams regularly reached out to my boss with praise for me.
I gave myself the highest possible rating on my annual self-review (“exceeds expectations”) and laid out plenty of supporting documentation. I sat down with my boss, who enthusiastically agreed with all of my points … and bumped me down to a “meets expectations.” Because my org has forced rankings in the past, I was prepared for this possibility. He went on to clarify (without my prompting) that the org did not force rankings this year and he appreciated me meeting all of the challenging expectations for my new role. I asked him how I could have exceeded expectations for 2025, and he rambled on about “it was a hard year for everybody” and “it would have been hard for anybody to get an exceeds.” That wasn’t really an answer, so I asked how I could exceed for this year. He went on about how impressed he was that I met the high standards for my role, then asked “do you think I’m being too harsh?” I replied, “Harshness isn’t the issue, but it’s disappointing to be told I didn’t meet certain criteria without getting examples of what that criteria might be.” He then explained that he doesn’t like providing targets for exceeding expectations because then “that becomes the standard” and “people get disappointed when they don’t meet it”!
This was a week ago, and I’m having a hard time letting it go. In nearly 15 years at this org, this is the first time that a boss couldn’t either provide ideas for improvement or explain that I missed the cutoff during a forced rankings year (I’m generally a chill employee, and I think I get picked for that because my managers know it won’t make me melt down). The project lasts for at least two more years, so there are loads of objective criteria for potential goal-setting. Am I bananapants for thinking that he’s unfairly managing based on vibes instead of fair, tangible criteria? I have a great relationship with my grandboss and am considering setting up time with her to talk about it, but is that too dramatic? What else can I do here?
Final notes: I’m the only woman reporting to this guy, and the rankings are tied to our annual raises.
You’re not off-base at all. He should be able to provide you with clear examples of what “exceeds expectations” would look like and why you’re not there yet, and if he can’t do that, you’re absolutely right to conclude that he’s managing by vibes rather than clear metrics. What’s more, your company should want managers to lay out clear metrics for “exceeds expectations” for a whole bunch of reasons — first and foremost that people are less likely to knock it out of the park if they don’t know what that would look like, but also because managers who leave that hazy are leaving the door wide open for the appearance (or the reality) of a whole bunch of kinds of discrimination, and the legal liability that goes along with that.
It would not be at all too dramatic to talk to your grandboss about this, particularly since you have a strong relationship with her. Frame it as a very reasonable desire to want to understand how your performance is assessed, why you’re not at “exceeds expectations currently,” and what you need to do differently to get there.
3. My job is posted for more than I earn
I just saw a job posting for my department, the same position as mine (because someone is leaving). The amount of pay listed is more than what I make. I have been here for 20+ years. What do I do?
Talk to your boss! “I saw the opening for the new X is posted at $Y. If that’s the current starting salary, I’d like to talk about adjusting my salary, which is currently below that, so that I’m not making less than someone brand new without my experience.”
It’s also possible that you shouldn’t just get a raise to $Y but instead should get a raise to something above $Y to reflect the amount of experience you have. I say “possible” rather than “definitely” because the number of years in a job doesn’t automatically equate to doing the work better, but it’s something you should at least be thinking about.
I teach 10th grade history. As you well know, teachers are ludicrously underpaid and one of the ways I supplement my income is by selling my lesson plans on a popular site for teachers. Is what I’m doing illegal? Can I get in trouble with my school if they realize?
My name isn’t attached to my online “store” but I suppose if one of my administrators took a thorough look at the site they could connect the lessons to what I do in my classroom.
Under copyright law, your school district owns your lesson plans because they’re deemed “work for hire” (work that you create in the scope of your employment) unless it has policies to the contrary (which it might, so you should check). Interestingly, before the Copyright Act of 1976, courts had generally assigned copyright for educational materials to teachers — but when the Copyright Act of 1976 passed, it didn’t contain a teacher exception.
But that doesn’t mean that you’d get in trouble with your school if they realize you’re selling them; it’s more likely they’d just tell you to stop.
5. How should I show I’ve had the same job in multiple locations?
I’ve had the same job title at the same company for the past two years, but in three different locations. My base location has remained City A, but I’ve been assigned to plants in different states for long durations. So since 2024, I’ve spent one year split between Plant B in City B and City A, and eight months entirely at Plant C in City C. All of these are in different states.
How should I show this in my resume? Right now I’m doing this-
MegaCo | City A Teapot Controls Engineer | City A State, City B State, City C State | 2024 – Present
– Accomplishment
– Accomplishment
It’s fine to do it that way, but you probably don’t even need the “City A State, City B State, City C State” part and could just list it like this:
MegaCo | City A Teapot Controls Engineer, 2024 – Present
– Accomplishment
– Accomplishment
The exception to that would be if the individual locations were significant in some way, like if it would strengthen your candidacy to show that you had experience in a specific location or type of location (such as one similar in important ways to the one where you were applying).
If you’re building B2B SaaS, especially AI, you quickly need enterprise features like SSO, SCIM, and audit logs. Your developers shouldn’t waste cycles rebuilding that infrastructure. Free them to focus on what sets you apart.
WorkOS gives you production-ready APIs for auth and access control that integrate directly into your product. Trusted by over 2,000 companies, including OpenAI, Anthropic, Cursor, and Vercel.
I was going to write about how this stuff should have been tried
with people who actually use Adobe’s apps in a high-pressure
environment, but I am sure it was and, also, it does not matter.
Wichary has it right. These are fundamental principles of user
interface design that Adobe is ignoring because its internal
tooling has taken precedence.
I will quibble only with this line from Heer’s post:
Also, Adobe’s interface has always been unique and not quite at
home on either MacOS or Windows.
You have to go back to the 1990s and classic Mac OS, but Adobe’s best apps used to have exemplary native UIs. Apps like Photoshop helped push the state of the art in Mac UI forward. Tabbed palettes were a revelation. Fire up, say, Photoshop 3.0 on MacOS 7.6 and see what I mean.
Also worth noting is how much this new “modern” UI isn’t just subjectively ugly, it’s objectively breaking the habits and expectations of users with literally decades of experience with Photoshop — users who, like me, remember when Adobe’s UI wasn’t just merely tolerable but actually good. It’s insane when you think about it.
How did Adobe lose that good sense of yore? Two ways. Gradually, then suddenly.
Chess Peace — a new iOS game by Sam Shepherd — is my kind of logic puzzle. Each puzzle is a board with a few unplaced chess pieces. To solve you need to place all the pieces so that none of them attack each other. There’s a timer if you care, but I don’t. Clever name too: the pieces need to be ... at peace with each other. You can download Chess Peace and try it out free of charge, and it’s just a one-time payment of $7 to unlock everything. Great simple premise, really well implemented.
Shannon Appelcline has cultivated a bit of a career as an RPG historian, producing material which is less academic than Jon Peterson’s Playing At the World, The Elusive Shift, or Game Wizards whilst casting a wider net than Ben Riggs’ Slaying the Dragon. His magnum opus is the Designers & Dragons series, whose core release constitutes a bunch of potted histories of different game companies, arranged by the year they entered the RPG industry; I reviewed the four-volume edition here a while back.
As well as looking to push the series forwards with a volume on companies of the 2010s and a collection of “lost histories” of companies that didn’t make the cut on the first go-around, Appelcline has branched out into a number of side projects under the wider banner. One of these is This Is Free Trader Beowulf from 2024. Taking its name from the iconic mayday message that graced the original Traveller boxed set nearly fifty years ago in 1977 (sorry, gang, I think the Beowulf is toast), this is a “system history” of the Traveller RPG – a journey through the game’s publication history from that iconic collection of three little black books through to Mongoose’s latest efforts.
In fact, the book was put out from Mongoose – meaning that Appelcline is in something of a “court historian” role here where he might not necessarily be able to be as critical of Mongoose as he is of some parties. Ken Whitman’s bungling of both his responsibilities at Imperium Games during the T4 era and later his botched Kickstarter for a Traveller television pilot does feature here, and whilst Appelcline keeps things as civil as you can, it’s pretty hard to lay out the bare facts of what happened in those situations and not have it turn into a character assassination on Whitman.
Then again, I’m not sure Mongoose needs a heavy roasting from a game historian at this point in time. Despite my initial objections to how Mongoose trimmed down their second edition (later mollified when their revision to the core rules put the starship creation rules back in and demonstrated impressive improvements in presentation and editing), it’s hard to argue that Mongoose isn’t one of the most successful custodians the game has ever had.
It’s now around 18 years since they took it on – which means we’re rapidly approaching the point when Traveller has been with Mongoose for longer than it was ever with GDW, and the expansive second edition product line is proof positive that they actually pulled off the trick of doing a major edition turnover for Traveller without the new edition disintegrating in a morass of fan backlash and runaway errata – a trick GDW never managed to pull off. If Mongoose want to put out an officially-sanctioned history which paints them as the heroes who saved the game line, eh, I’m willing to say they’ve earned it.
Presented in a coffee table-friendly format, this manages to include lots of helpful diagrams, illustrations, citations, and product checklists without skimping on the text. The story told here is expansive, taking in not just the core publishers (GDW, Imperium Games, Far Future Enterprises and Mongoose) but also the extended family of third party licensees that have produced material for the game over the years. (Recall that Mongoose was such a licensee, albeit one of particularly great importance, until recently – now Marc Miller has bequeathed the rights of the game to them, whilst retaining a lifelong right to produce his own material, specifically to make sure the rights to Traveller don’t fall into a legal black hole in the event of his death.)
This coverage is not total; there’s a brief mention of early foreign-language licensees, but otherwise the book restricts itself to English-language Traveller material, the Anglosphere-centric approach being a recurring shortcoming of Designers & Dragons (though any such project helmed by one individual is going to face constraints of this sort unless they are so polyglot as to be equally conversant with every language a particular game has been translated into).
Within that limitation, however, the range is truly impressive. There’s some licensees that you absolutely couldn’t do a history like this without featuring extensively; I knew that DGP was closely involved in the development of MegaTraveller, for instance, but until I read this I hadn’t realised just how intimately intertwined they were with the history of Traveller at a time when GDW were keen to outsource as much work on the game as possible because their main decision-makers were more interested in their wargame output and newer RPG products like Twilight: 2000.
Other licensees I’d regard as being truly essential to the story here include Steve Jackson Games – there were a ton of attempts to adapt the Traveller setting to other systems during the “long dark” between the collapse of Imperium Games and T4 and the rise of Mongoose’s back-to-basics take on the game, but GURPS Traveller was far and away the most important and successful, and Appelcline is correct to regard it as critical to maintaining interest in Charted Space during that period. I’d been tangentially aware of BITS (British Isles Traveller Support) and their cheap, cheerful, and high-value “little white book” supplements, but I hadn’t realised how important they’d become to trying to keep T4 alive when the game line was badly behind schedule and hurting for designers to write material.
Although FASA never quite became as central to Traveller as any of those licensees, I suspect anyone attempting a history of this sort would bother to profile them anyway, because of all the companies which were specifically founded off the back of doing third-party Traveller support, theirs ended up being the biggest success story – initially when they put out the first really successful Star Trek RPG, then when they came up with influential properties of their own like Battletech, Shadowrun, and Earthdawn.
Appelcline covers all of these and way more besides, getting deep into the weeds to shine a light on even the most obscure corners of the Anglophone Traveller landscape – some of which I had heard of (like the prolific output of the Keith brothers, whose material burst the confines of GDW and ended up being the basis of a morass of third-party releases) to true obscurities. Beyond that, Appelcline delves into the fandom itself, with a particular emphasis on endeavours like the History of the Imperium Working Group that ended up making their own impact on the game line itself, along with wholly independent forks from Traveller.
In particular – and here’s where it’s a classy move on the part of both Appelcline himself and Mongoose as the publishers – there’s a nice section on the Cepheus system designed as an open Traveller clone and its Clement Sector setting, offering a genuinely sympathetic profile of a fan-driven endeavour which, by any reasonable measure, is directly competing with Mongoose’s official rules. (Of course, this also gives Appelcline a chance to say nice things about how Mongoose responded to Wizards of the Coast’s bungled attempt to tweak the OGL – an utterPRdisaster which for a while caused consternation among OGL-using projects which didn’t use Wizards-derived game systems in the slightest, as was the case with Cepheus and other projects relying on the SRD Mongoose put out for their first edition of Traveller.)
If I had one criticism of the book, it’s that Appelcline is a bit too quick to ascribe the early 1980s downturn in the RPG industry in general and Traveller in particular to the Satanic Panic. Jon Peterson’s Game Wizards has outlined how there were compelling factors affecting Dungeons & Dragons over the same time – both a broader economic recession and internal issues within TSR – which had nothing to do with the Satanic Panic, and which offer a much more compelling explanation for the sales downturn of the era than BADD and its ilk; generally speaking in the English-language industry, bad times for Dungeons & Dragons coincides with bad times for the industry as a whole, especially if those bad times are due to broader factors which will also affect the game’s competitors (like, say, a recession).
Moreover, Appelcline is unable to identify even one major incident of a Satanic Panic moral panic outbreak targeting Traveller specifically, or even significantly including it as collateral damage. This, I think, shows a misunderstanding of how this sort of moral panic work. I admit that my evidence here is only anecdotal, but I am aware of multiple people who have attested that when their parents got swept up in moral panics around RPGs, it was specifically Dungeons & Dragons which was the target of it – other RPGs were largely untouched, but Dungeons & Dragons had got a reputation as the Devil Game and consequently had to carry the can.
Many’s the gamer who managed to continue their association with the hobby simply by choosing a different game; one of my oldest and dearest friends even got around parental objections by simply playing Advanced Fighting Fantasy, a game with similar themes, an often even grimmer aesthetic than the one TSR was pushing at the time, and which also had evangelical objections to it – but those were more obscure, didn’t cut through, and according to Steve Jackson and Ian Livingstone generally increased sales.
If Advanced Fighting Fantasy could evade a censorious eye through the simple, brilliant strategy of, er, not being called Dungeons & Dragons despite being about essentially the same sort of stuff, surelyTraveller would have an easier ride than it? It’s not called Dungeons & Dragons, it isn’t presented like Dungeons & Dragons, it isn’t about the same subject matter. Sure, some hyper-conservative parents might object to the idea that space is real and science is not a lie, but we’re now dealing with people so extreme that they’d object to any book their child bought that wasn’t a Bible or a trite restatement of their sect’s favourite bits of the Bible.
Sorry, Shannon, I’m not buying that bit – Peterson has more than adequately shown that the industry leader’s problems were the making of far bigger forces than a transient moral panic which probably inspired as many sales as it drove away if not more, and if you’re going to accuse the Satanic Panic of slamming the brakes on Traveller‘s growth, you’re going to need more than anecdotes about fundamentalists going after… (checks notes)… an entirely different game, put out by an entirely different publisher.
Beyond this shortcoming, however, Appelcline’s grasp of the wider industry is strong, and regular “View From the Industry” sidebars offer tasters of what was going on in the wider field as Traveller faced significant turning points in its history – a useful way to consider the context these changes took place in.
Appelcline also makes a compelling case that the infamous Traveller: The New Era might have actually ended up being a success despite the extent to which it split the fanbase (a controversy he documents extensively), had it not been facing further headwinds as a result of GDW being distracted and bogged down by other matters like the Dangerous Journeys lawsuit from TSR, their brief foray into current affairs factbooks which initially seemed like a goldmine before turning into a bit of a business disaster, and a disastrous repeat of the sort of widespread errata problems which had previously poleaxed the debut of MegaTraveller.
Although Appelcline acknowledges that RPG editions which make sweeping changes to both the setting and system of an existing game have a bad track record, he argues that changing the Traveller: The New Era system to the GDW house system and the major setting adjustments were both done with genuinely useful motivations in mind. By this point, Appelcline has demonstrated that how the outsourcing during the MegaTraveller era left GDW in a spot where they were short on in-house familiarity with the system – the use of a house system is a tempting solution to such a problem. As for the setting changes, Appelcline outlines how these were intended to make the setting a bit more approachable to newcomers by brushing aside a lot of the accumulated detritus and advancing the timeline to a point which could be taken as a fresh start.
There’s something to this idea: a major problem with RPGs as a commercial prospect is that once you sell a core rulebook to someone, unless the game is shockingly incomplete they can essentially walk away and play forever with the old books as soon as they decide they no longer want to keep up with what you are doing, and if you are toying with the idea of a new edition it’s probably because your core book sales are in enough of a downturn that you don’t expect to reach many new audience members with the existing offering.
Unless you are satisfied with constantly catering to a dwindling audience of old hands, at some point you’re going to need to bring in new blood, and a new core book is about as fresh a jumping-on point as exists; if you want to significantly improve sales from where they currently are, there’s an impetus there to take risks and make changes in the hope of attracting a new audience and accepting that some of your old audience isn’t going to come along for the ride, hoping that the new recruits will outweigh the dropouts.
That’s all very well – but there’s two significant issues with this approach, both of which Traveller: The New Era seems to have fallen into (both on the evidence here and my own experience in the 1990s). Firstly, it undervalues the old guard, who under the right circumstances can be the absolute best sales force your game can want. Ultimately, unless someone becomes an avid collector for the sake of collecting, people will tend to want to make use of the games they buy, and the more active the play community around an RPG is, the easier it is to do that – Ryan Dancey leveraged these network effects expertly to reassert D&D‘s position as top dog back when 3rd Edition launched. Sure, someone who is introduced to Traveller via an existing group may not have paid you a penny – but if they get hooked, they’ll probably become a customer sooner or later, and even if they don’t they still build that network of play and might make a loyal customer of the next person they recruit.
On the other hand, if a significant chunk of a fanbase feels that a game has abruptly decided to abandon them as customers, it’s naive in the extreme to expect them to slink away quietly – especially a fanbase as actively communicative as the Traveller one, which embraced e-mail lists and newsgroups and whatnot rapidly. If people see a fanbase which is in the middle of an edition war, then no matter how good the edition being fought over is that still looks like an unappealing scene people don’t necessarily want to get involved in.
The “radical shifts to win a whole new audience” approach is also predicated on the assumption that somewhere out there that new audience exists in sufficient numbers to justify the gamble. Maybe it does, maybe it doesn’t – but we can do a little thought exercise to consider where such new audiences may be found, and it doesn’t bode well for the “let’s totally change the system and radically transform the setting” approach. Who are the people who actually make up this potential new audience, and how would the Traveller: The New Era strategy actually land with them?
People who have never heard of your game. That sounds like a reason for a new marketing strategy, not a new edition. Especially if you are an industry leader like Traveller, putting out a radically reconfigured game that is advertised in essentially the same channels as your existing game seems unlikely to reach anyone who wasn’t already aware of the previous edition. Sure, a shiny new core rulebook can be appealing if you’re about to launch a new strategy through new avenues of promotion – but you can do that just as easily with a gentler, “evolutionary not revolutionary” update to the core book without alienating the old fans. If it’s new to these potential customers, they won’t know how different it is to what came before in the first place. (They could just have easily have been reached with an all-new game, come to think of it.)
People who have heard of your game, liked the idea of the setting, but were put off by the system. You ruined it for a lot of these people by changing the setting – they wanted to play in the cool setting they heard about before, not a different setting. Maybe they will find the new system meets their complaints and they find the transformed setting intriguing enough to have a go with anyway, but you could have snagged them just as easily with a brand new game which happened to match their system tastes in that case. Some of these people could be reached just as easily with a new game, others might have been happy with a new edition which made evolutionary changes to the system which alleviated the problems they previously had with it.
People who have heard of your game, find the system interesting, but were put off by the setting. You ruined for more or less all of these people by abandoning the system they cared about in the first place. Maybe – maybe – they’ll like your new system too, and the changes you made to the setting will address their objections, but if they already decided the setting was a big pile of arse, why would they look into the revised version of it deep enough to change their mind now? Some of these people could be reached just as easily with a new game, others might have been happy with a new edition which made evolutionary changes to the setting which alleviated the problems they previously had with it.
People who have heard of your game, dislike the system, and dislike the setting. Maybe a few of these people will give this game named after a game they have outright rejected a chance, but it seems more likely that they’ll hear the name and switch off instantly. These could have been reached just as easily with a new game – more so, because they’ll associate the title of your game with all the stuff they disliked about old versions.
People who have heard of your game, are interested in the system, like the idea of the setting, but find the current core offering too intimidating or impenetrable. These people want an easier onramp to your game as it currently exists, not a totally different game that’s been Ship of Theseus’d to the point where it only shares a name with the previous edition. This is a compelling case for an evolutionary update of the core rules to make them more accessible, increase their clarity, and make them overall more attractively presented, not a total rethink.
People who have heard of your game, are interested in the system, like the idea of a setting, but would greatly prefer to be introduced to it by existing players rather than trying to figure it out all by themselves. Changing editions, regardless of the strategy you use, will do nothing for these people – these folk need outreach from the existing fanbase or a proactive demonstration game or organised play network.
Taken as a whole, the above analysis suggests that what RPG companies really ought to be doing to expand their customer base is a) producing evolutionary-not-revolutionary updates to existing games which address significant sticking points and/or ensure the game keeps looking fresh and vibrant, b) making entirely new games to capture audiences disinterested in their old games, c) promoting organised play to leverage the power of the existing fanbase rather than seeing it as a burden to be jettisoned, and d) exploring new promotional routes to raise awareness of their games through hitherto-unexplored avenues. Putting out a game under the old title whilst totally changing the system and radically reshaping the setting doesn’t seem to appeal to anyone who wouldn’t be just as happy with a basically new game, and the blowback from such an approach can be offputting both to the old guard and previously interested potential new customers.
Of course, none of that is cheap or easy – but I would argue that any publisher who can’t afford to explore at least one of those options (preferably several, ideally all) almost certainly can’t afford the massive roll of the dice that’s involved in a Traveller: The New Era approach.
But hey, what do I know? Thanks to This is Free Trader Beowulf, the answer to that is a firm “more than I did before”. This comes highly recommended to all Traveller fans, as well as those interested in RPG industry history more generally. Traveller really is one of the few games outside of D&D which could sustain a history like this – too many other candidates have either not existed for long enough to generate the wealth of material to cover, have had too uneventful and straightforward a publishing history in comparison, or have undergone long periods of inactivity where, in contrast to the “long night” era of Traveller, there really wasn’t much of anything happening other than some stray fan activity here and there. Perhaps a book taking in the Basic Roleplaying family as a whole – or a Call of Cthulhu system history which took in all of the foreign-language markets to a similar level of depth – might qualify, but I can think of precious few others. As it stands, This is Free Trader Beowulf is a rather unique effort, and doubly worth it because of that.