L is for Lost Colony

worthingsagaAs we discussed in I is for Interstellar, space colonization is a major theme of science fiction, especially space opera.  Of course, things don’t always go smoothly.  Space is a really, really, really big place, and sometimes, due to war or famine or simple bureaucratic mismanagement, colonies get cut off from the rest of galactic civilization.  They become lost colonies.

Some of my favorite stories are about lost colonies: either how they became cut off, or how they reintegrate after so many thousands of years.  In many of these stories, the technology of these colonies has regressed, sometimes to the point where the descendents may not even know that their ancestors came from the stars.  When contact is finally made, the envoys from the galactic federation may seem like gods or wizards.

Because of this technological disconnect, stories about lost colonies often straddle the line between science fiction and fantasy.  After all, Clarke’s third law states:

Any sufficiently advanced technology is indistinguishable from magic.

Of course, the line between science fiction and fantasy has always been a fuzzy one.  Hundreds of attempts have been made to define it, but they all fall short.  In the end, it often breaks down to certain recurring tropes, like dragons and wizards versus ray guns and rockets, but even that doesn’t always work.

For example, Anne McCaffrey’s Dragonriders of Pern is technically about a lost colony far into the future, but it’s got dragons and castles and other tropes that belong squarely in fantasy.  Then again, the dragonriders have to fight alien worms who invade every few dozen years from a planet with a highly elliptical orbit, so there’s still a strong science fiction basis undergirding the whole thing.

And that’s just Dragonriders of Pern.  What about Marion Zimmer Bradley’s Darkover series, or C.S. Lewis’s Space Trilogy?  Trigun is more western than fantasy, but it’s also full of sci-fi tropes like giant sand-crawling monster ships and a weird post-apocalyptic backstory.  And then there’s all the Japanese RPGs that combine magic with mechas, with Xenogears as one of the best examples.  For a distinct Middle Eastern flavor, look no further than Stargate.

It’s no coincidence that all of these stories feature a lost colony of one kind or another.  When the characters don’t know that they’re living in a science fictional universe, it’s very easy to throw in tropes from other genres.  By no means is it required–Battlestar Galactica and Dune are evidence enough of that–but they certainly present the opportunity to do so.  After all, lost colony stories basically present a hiccup in humanity’s march of progress, breaking the essential science fiction narrative for all sorts of interesting side stories and tangents.

One perennial favorite of science fiction writers is to suggest that Earth itself is a lost colony from some other galactic civilization.  That forms the entire premise behind Battlestar Galactica: the original twelve colonies have been destroyed in the human-cylon wars, and the last few survivors are searching for the legendary thirteenth colony of Earth, hoping to find some sort of refuge.  Apparently, Ursula K. Le Guin’s Hainish cycle also plays with this trope, though she’s never very explicit with her world building.  It can be a bit tricky to twist the lost colony trope in this manner, but if pulled off right it can really make you sit back and go “whoa.”

My personal favorite is probably Orson Scott Card’s The Worthing Saga, about a colony of telepaths that breaks off from a collapsing galactic empire and actually becomes more advanced than the rest of humanity.  When Jason Worthing and Justice re-establish contact, the descendents of the galactics are basically pre-industrial subsistence farmers who view them as gods–which, in a certain sense, they almost are.

It’s a great story that really entranced me, not just for the science fictional elements but also for the distinct fantasy flavor.  Orson Scott Card’s handling of viewpoint in that book is truly masterful, so that I felt as if I were viewing everything through the eyes of his characters.  Since the farmers don’t know anything about their spacefaring ancestors, all the parts from their point of view feel like a completely different story.  It was really great.

My first novel was actually a lost colony story, combined with a first contact.  I trunked it a long time ago, but many of the earliest posts on this blog are all about my experience writing it.  As for my other books, Desert Stars contains elements of this, though the lost colony in question is actually a nomadic desert society that lives on the capital planet of the galactic empire, just outside of the domes where all the more civilized folk live.  Heart of the Nebula is basically about a society that puts itself in exile in order to escape the privations of the Hameji.  And in… no, I’d better not spoil it. 😉

The lost colony isn’t one of the flashier or more prominent tropes of science fiction, but it’s definitely one of my favorites.  It’s a great way to add depth and intrigue, as well as bend genres.  For that reason, I think this trope does a lot to keep science fiction fresh.

I is for Interstellar

winchgalmap3SampleRight after I went through my Dinosaur phase, I saw Star Wars IV: A New Hope for the first time.  Instantly, all that childlike excitement and exuberance was transferred from paleontology to astronomy.  We had a series of about twenty astronomy books in my elementary school’s LRC (Asimov’s astronomy series, I believe–the ones with the gray dust jackets), and in about a year I’d read them all.

Star Wars was fun, but what was really fascinating was learning about the stars.  When I started to grasp the scale of our galaxy–that if our solar system was the size of a milk carton, the Milky Way would be the size of North America–my mind was totally blown.  Quasars, pulsars, black holes, white dwarfs, red giants–it was so amazing!  And then, when I started thinking about all the other worlds out there, and what it would be like to visit them–that’s when I became a science fiction fan for life.

It goes without saying that you can’t have space opera without setting the story somewhere in space.  But the best space opera goes much further than that–it’s about space as the final frontier, and humanity’s ultimate destiny among the stars.  After all, if we as a species stay put on this pale blue dot, sooner or later we’ll kill ourselves off or suffer another mass extinction event that wipes us all out like the Dinosaurs.

For that reason, classic space opera often takes undertones of manifest destiny, except on a galactic scale.  The stars are not just interesting places to visit, they’re absolutely crucial to our survival, and no matter what alien dangers await us, we will face them boldly and either conquer or be conquered.

Of course, not all space opera stories take place during the exploration and colonization phase of human interstellar expansion.  Plenty of stories take place thousands of years later, once humanity has comfortably established itself among the stars.  Even so, there are still more than enough wonders remaining to be explored–if not for the characters, then for the readership.  The vastness of space is so great that there really is no end to it, and the possibilities are only bounded by the writer’s imagination.

One of my favorite space opera computer games is Star Control II, also know as the Ur-Quan Masters.  In the game, you’re the captain of a giant starship built with alien precursor technology.  The races of the Federation, including humanity, have been defeated and enslaved by an aggressive warrior race known as the Ur-Quan.  You must travel from star to star, gathering resources to upgrade your starship and convincing the other alien races to join the new alliance.

By far, the best part about that game is the starmap.  It’s HUGE!  More worlds than anyone can possibly visit in any one playthrough, or five, or even ten.  And each alien race has its own history, its own culture, its own set of goals and objectives–and oftentimes, most of these goals have very little to do with the actual conflict of the game.  In fact, there are some races like the Arilou which don’t even seem to know that there’s a war going on.  They’re much more interested in something frightening and mysterious from another dimension that they never quite explained, but that may involve the Orz somehow…

With each new world that you discover, you learn that the galaxy has a very, very, very long history.  So long, in fact, that the human race has only really existed for a blip in time.  The other races are involved in their own disputes, and many of these go back to the times when our ancestors were swinging through the trees somewhere in central Africa.  But whether or not we want to be a part of it, we’re involved, simply by virtue of where our star happens to be located.

The best space opera isn’t just about our world: it’s about our place in a much wider universe.  Whether it’s a serious tale about humanity’s ultimate destiny, or an action-packed intergalactic romp, there’s always that sense of something greater than us–that same sense of wonder that gripped me as a boy when I first started to learn about the stars.

Image by nyrath at Project Rho. I highly recommend checking out his excellent starmaps!

H is for Hologram

cortanaIn real life, the term “hologram” means something fairly specific.  But in science fiction, it can mean a number of different things.

For example, in Star Wars it’s basically a three dimensional video recording projected on a flat surface.  In Halo, it’s the visual form that the AI character Cortana takes when she wants to interact with the Master Chief.  And in Star Trek, the holograms actually have a degree of physical substance, so that in some episodes they go rogue and try to take over the ship.

The basic underlying idea, though, is the same: blurring the line between the virtual world and the real world through a virtual projection that we can interact with.  And in that sense, this is actually an area where science fact is fast catching up with science fiction.

Some sub-genres, such as cyberpunk, focus almost solely on the tension between the real and the virtual.  Often set in a near-future world, cyberpunk stories often feature a crapsack future, from which the only meaningful escape is a virtual reality.  But the thing about virtual realities is that they can be reprogrammed in such a way as to give the ones controlling it almost absolute power over the lives of the people inside.  For that reason, the main characters are often hackers, struggling against the corporate evil overlords.

But holograms aren’t restricted to cyberpunk.  They’re quite common in space opera, too, and not just because they’re cool.  For one thing, they can be really useful for training simulations (which often leads to holodeck malfunctions, courtesy of the rule of drama).  They can also be useful as disguises or decoys, especially in the Halo series.

But perhaps the most memorable holograms are the ones who develop a close relationship with their real-world human counterparts.  This may include romance, which, combined with the existential angst that typically surrounds androids, robots, and cyborgs, makes for some very interesting tension.  A good example of this is Cortana from the Halo series, an alien AI who took on a younger form of her human handler, Doctor Halsey, and then developed a very close relationship with her Spartan bodyguard, the Master Chief.  It never actually went anywhere (at least in the main series arc), but it certainly made for an interesting story.

Jane from the Ender’s Game series would probably be my favorite hologram, though she’s more of a shapeshifting AI who can take many different forms, depending on what suits her.  Cortana is definitely up there too.  I haven’t used this trope much in my own fiction yet, but I’m playing with it in Heart of the Nebula, a currently unpublished direct sequel to Bringing Stella Home.  Not sure exactly where I want to take it yet, but it should be interesting.

G is for Gravity

cmdr_hadfield_juggling
Commander Hadfield planning a zero-g easter egg hunt earlier this month on the ISS.

Possibly one of the most defining aspects of space is the sensation of free fall.  Of course, gravity exists in space, the same as it does everywhere else in the universe (probably), but in space we feel its effects differently because we aren’t close enough to a body of sufficient mass to feel a strong pull.  That, and our spaceship itself is also in free fall, so if that’s our frame of reference we feel no weight because there’s nothing for weight to push back on … but that’s a concept probably best left for O is for Orbit.

The thing is, as fun as weightlessness can be, in the long-term it can have some negative health effects, such as deterioration of bone and muscles, weakening of the immune system, etc.  The effects of micro gravity on human fertility are not very well-studied, but there’s some speculation that conception and gestation would be impossible, since embryos need gravity in order to implant properly.  Humans are adapted to live on the surface of Earth, and that means living with a constant 10 m/s2 or so of gravitational acceleration.

For future space colonies and spacefaring civilizations, this means we need to find a way to simulate the effects of gravity in a micro-gravity environment.  There are a few common ways to deal with this problem:

  • Artificial GravityApplied phlebotinum that creates a field within which the gravity is normal.  A necessary weasel hand wave that you’ll see most often in soft sci-fi and space opera, where the plot and characters are more important than the science.
  • Centrifugal GravityThe illusion of gravity created by spinning a can-like spaceship or space station in a circle, pressing the humans against the inside wall.  You’ll see this in both hard and soft sci-fi.  Scale it up, and you get Ringworld Planets.
  • Powerful Starship DriveIf your starship drive is powerful enough, it can accelerate you at 10 m/s2, effectively creating the sensation of gravity.  Your starship will be like a flying skyscraper, where “down” is in the direction of the engines.  At this rate of acceleration, you should reach 99.9% the speed of light in about a year, which opens up all sorts of possibilities for relativistic space travel (provided you have a sufficiently massive energy source to sustain that reaction).  Just be sure to give yourself the same amount of time to decelerate, otherwise bad things may happen.
  • Baby PlanetAn asteroid no larger than a small asteroid that still, for some reason, has normal Earth-like gravity.  Think Le Petit Prince.  Not nearly as common as the other three, but the existence of gravitational waves means that it may be possible (or at least plausible) to create gravity generators that work this way.
  • Roll with itYeah, so everything is weightless in space.  So what?  Deal.

Another problem related to gravity is rapid deceleration.  Unless you don’t mind splattering everyone in your starship all over the walls and ceilings, you can’t go from zero to near-light speeds (or vice versa) without some way to counteract the sharp change in momentum.  Space opera and soft sci-fi gets around this by using inertial dampers–basically, magical devices that give the starship a nice, soft ride (unless you want the bridge to explode, of course).  As you might expect, stories on the harder side of sci-fi tend to play around with this a lot more.

My first exposure to artificial gravity came when I read a comic book version of The Norby Chronicles by Isaac Asimov.  The characters had a device that would basically allow them to levitate, and I thought that was so cool.  It wasn’t until I read the Corellia Trilogy by Roger Allen McBride that I realized that every starship in the Star Wars universe had a machine that could manipulate gravity like this.  At one point, the artificial gravity generators on one of the ships failed.  My mind was blown, and I’ve never looked at gravity the same since.

I tend to write stories where the characters and plot are more central than the science, so I’ll often just fall back on the standard artificial gravity field like most space opera.  During combat maneuvers, though, things get a bit more tricky, with dampers on the bridge that mitigate (but don’t erase) the worst effects of rapid deceleration, and special coffin-like chambers for the crew below decks to keep them from getting splattered.  In my Star Wanderers series, I also use centrifugal gravity for the larger space stations, since I figure the energy costs of artificial gravity tend to scale up.

In short, science fiction stories that address the problem of gravity in a real and thoughtful way tend to be a lot more believable and immersive, even if the solution to the problem is basically magic.  As with anything in science fiction, there are so many imaginative ways of dealing with the problem that it’s actually more of an opportunity than anything else.

F is for Faster Than Light

falcon_startrailsRemember that moment in Star Wars when the Millennium Falcon went into hyperspace?  When Harrison Ford shouted “go strap yourselves in, I’m going to make the jump to light speed,” and the sky lit up as the stars streaked by?  That was my first introduction to faster-than-light (FTL) travel, and I haven’t looked back since.

FTL is a major recurring trope in space opera, and not just because of how cool it is.  If you’re going to have a galactic empire, you need some way to get around that empire–or at least some way to transmit information without too much difficulty.  The distance between star systems is measured not in miles or kilometers, but light years–that is, the distance that a particle of light can travel in one year.  Considering how the nearest star to Earth, Proxima Centauri, is ~4.24 ly away, you can see the need for some sort of magical technology to bridge the distance.

FTL travel comes in four basic flavors:

  • Warp Drives — The ship breaks the speed of light as easily as our modern fighter jets break the speed of sound.  Impossible to justify, except through hand-waving.  The most prominent example of this is Star Trek.
  • Jump Drives — The ship disappears from its current position and reappears somewhere else.  Also requires hand-waving, but is at least a little easier to justify.  Battlestar Galactica is a good example of this, as is Schlock Mercenary.
  • Hyperspace Drives — The ship enters an alternate dimension which allows it to travel faster through our own.  The alternate dimension is called ____space, usually “hyper” but also “quasi,” “x,” etc.  Star Wars is the classic example, though Star Control II took things a step further by having a hyperspace dimension within hyperspace.
  • Wormgate Network — The ship (or maybe just the passengers) enters a portal which transports it to a portal somewhere else.  A network of these portals allows travel throughout the galaxy.  Stargate and Babylon 5 use this method.

An alternate way to do it is to make FTL travel impossible, but hold the galactic empire together through FTL communication.  This technology, known as the ansible, features prominently in Ursula K. Le Guin’s books and the Ender’s Game universe.  It has some really interesting implications: for example, even though planets can communicate instantaneously with each other, it takes almost 40 or 50 years to go from one to another, but at near-light speeds, it feels as if only a few months have gone by.  Thus, if you’re going to travel to another world, you have to leave everything behind, including your family and loved ones.  By traveling from world to world, you can skip entire generations, spreading your natural lifespan across thousands of years of normal time.

In writing FTL, one thing you have to be really careful about is to keep in mind ways in which the system can be abused.  For example, if jump drive technology makes it possible to instantaneously transport anything anywhere in the universe, then you can bet that someone is going to send a bomb into the White House (or whatever the equivalent is in your fictional universe).  Thus, the invention of unrestricted jump drive technology will lead to a very short and brutal war.

This actually happened in Schlock Mercenary, and the solution was Terraport Area Denial (TAD) zones, or broad areas of space where a force field prevents anyone from either jumping in or out.  Thus, anyone who wants to visit a planet in a TAD zone has to jump to the edge of the field and travel the rest of the way at sublight speeds.

FTL isn’t always appropriate for a science fiction story.  If the story is supposed to lean more toward hard sf, then it’s probably better to stick with our current understanding of the rules of physics, which state that nothing can travel faster than the speed of light.  Still, with things like quantum entanglement and other recent discoveries, if you know the science well enough, even the speed of light might not be an upper limit.  But for the rest of us mortals, FTL is basically just magic–a sufficiently explained magic, perhaps, but magic nonetheless.

Personally, I’m a fan of the jump drive form of FTL.  That’s the one I use the most in my own books.  The cost is that the further distance you try to jump, the harder it is to pinpoint exactly where you’ll end up.  To overcome this, you can use jump beacons to draw out anyone trying to jump into your particular sector and have them exit jumpspace next to the beacon.  This comes in handy in combat, when the enemy tries to jump a nuke onto your ship.

In the later Gaia Nova books, FTL is facilitated by jump stations spread out in a line across space, with reactors powerful enough to jump ships rapidly to the next point along the line.  In the earlier Star Wanderers books, that technology hasn’t been invented yet, so there’s still an Outworld frontier.

It gets kind of complicated, but it’s lots and lots of fun to world build.  For example, how does a particular change in the FTL tech alter the galactic balance of power?  When settlers try to colonize a new system, what do they establish first–starlanes, jump beacons, Lagrange outposts, or what? As with any magic, changing one thing affects everything else, which also affects everything else, which … yeah, you get the picture.

E is for Empire

terran_empireAlmost every far future science fiction story has a galactic empire of some kind.  From Dune to Foundation, from Star Wars to Firefly, there’s always someone trying to rule the galaxy, often in a way that makes life difficult for the protagonists.

Why?  Rule of drama, of course, but also because it gives the story a truly epic scope.  Just as the classics such as Homer’s Iliad and Tolstoy’s War and Peace are as much about entire civilizations as they are about the people characters within them, so it is with science fiction, especially space opera.  Combine that with science fiction’s forward-thinking nature, and you have the potential for some truly amazing stories about humanity’s destiny among the stars.

But why empire?  Because even if we make it out to the stars, we’ll probably still take with us all of the baggage that makes us human.  Science fiction may be forward looking, but history repeats itself, and you can’t have a clear view of the future without understanding and acknowledging the past.

Not all galactic empires are evil, but most of them are.  We shouldn’t have to look further than the real-world history of Imperialism to see why.  Oppression, exploitation, slavery, genocide–all of these have been done in the name of Empire, and many more evils besides.  Even benevolent hegemonic powers (such as, I would argue, the United States of America) often end up doing great harm, either through action or inaction.

Of course, all of this makes for some really great stories.  When Asimov wrote his Foundation series, he quite literally based it on The History of the Decline and Fall of the Roman Empire by Edward Gibbon.  When Frank Herbert wrote Dune, he drew extensively from his background as an orientalist and based the overworld story on the Muslim conquests of the 7th and 8th centuries.  Star Wars is based loosely on the collapse of the Roman Republic, and Firefly echoes many of the old Western tales of former Confederate soldiers heading west after the US Civil War.

It’s worth pointing out that the Galactic Empire is by no means the only form of political organization in space opera.  There are actually several, including:

  • The FederationA loose organization of stars and planets that usually exists to foster cooperation and mutual peace between galactic civilizations.  Rarely evil, but can be crippled by red tape.
  • The RepublicA more centralized version of the Federation, typically.  Exercises more control over its citizens, but not in an oppressive way.  Usually features some form of representative government.
  • The AllianceA team of political underdogs united to overthrow the Empire and establish a more just form of government in its place.  If they win, they usually become the Republic or the Federation.
  • The KingdomA smaller government within the larger political system, often struggling for survival against more powerful forces. Not always democratic, but is often good, at least to its own citizens.
  • The Hegemonic EmpireLike the Empire, but rules primarily through soft power, ie co-opting their enemies rather than crushing them.  May overlap with the Republic or the Federation.
  • The People’s Republic of TyrannyThe Empire pretending to be the Federation.
  • The Vestigial EmpireWhat the Empire becomes when it’s been defeated but not yet destroyed.  Still oppressive and evil, but rules a smaller territory and struggles for relevance and survival.
  • The RemnantAn element from the Alliance that’s gone rogue.  The war may be over, but these guys are still fighting it, even if they’ve lost sight of what they’re fighting for.
  • The HordeA highly aggressive and expansionist warlord state.  By far the most violent and brutal of any political organization, it seeks to conquer and subjugate the entire galaxy.

As a political science major, all these forms of government really fascinate me.  I’ve played with quite a few of them, especially the Horde (Bringing Stella Home), the Empire (Desert Stars), the Hegemonic Empire (Star Wanderers), the Kingdom (Stars of Blood and Glory), and the Remnant (also Stars of Blood and Glory).  You can definitely expect to see me play with them again in the future.

Trope Tuesday: Fridge Logic, Fridge Horror, and Fridge Brilliance

It's amazing how many existential story questions arise from this view.
It’s amazing how many stories suddenly stop making sense from this point of view.

You know that moment after the end of the show, when the credits are rolling and the glory of that crowning moment of awesome is just beginning to fade?  When you go to the fridge to get something to eat, and all of a sudden that gaping plot hole or internal consistency problem with the story hits you?  Yeah, that’s fridge logic.

The key, though, is that it’s not something you normally question while you’re reading the book or watching the show.  While you’re in the story itself, the narrative is so compelling that you just don’t question it–that, or rule of cool is in play.  It’s only after the story is over that those questions start to arise.

It doesn’t have to come from bad writing.  Sometimes, it’s a result of values dissonance, especially for stories written in a different time or culture (although by no means is this phenomenon immune to bad writing).  Sometimes, it’s a result of a tomato surprise, where a reveal of something the characters have known all along completely changes the audience’s understanding of the story (though certainly, this isn’t immune to bad writing either).

Not all fridge logic is bad.  Fridge horror happens when a story becomes even more terrifying the more you think about it.  Some of the scariest horror stories have done this to me, as well as some that weren’t really intended to finish on downer endings but kinda sorta did.  Cracked.com did an interesting article on six movies that went that way.

But the best is when a story turns around and gives you fridge brilliance–that moment when you realize that that thing that bothered you actually changes the nature of the story in a way that suddenly makes it your favorite.

My favorite novel of all time, The Neverending Story, totally did this to me.  When I first read it in fourth grade, there were so many things that made the story awesome: the Temple of a Thousand Doors, the test of the three gates, the old man who is the exact opposite of the Childlike Empress in every way, and of course the signature phrase “but that is another story and shall be told another time.” But when I reread it in college, I realized that the real story–the underlying story that brings everything together–isn’t about a loser kid having all sorts of adventures in a fantastic world, but about the power of storytelling itself, and how it can fill the world with love.

Another moment of fridge brilliance came to me when I learned the story behind the writing of Legend, my favorite novel by David Gemmell, my favorite fantasy writer.  The book is about a hopeless battle that everyone knows cannot be won, and the people who decide to go and fight it anyway.  That’s all well and good, except that David Gemmell wrote it immediately after he was diagnosed with terminal cancer.  The story of the battle itself was a metaphor for his own life, and his struggle with his own impending death.  Lucky for all of us, after he finished writing it the doctor came back and told him that the first test was a false positive–that he was going to live after all.  He then went on to write almost thirty more books, all of them off-the-charts awesome.

So yeah, there you have it.  These are more reader tropes than writer tropes, but as a writer it’s good to keep them in mind.  Don’t be lazy, otherwise your fans will pick your stories apart (or if you have to leave a hole, be sure to hang a lampshade on it).  And if you find yourself smacking your forehead over something you’ve already written and published, see if you can’t revisit it in later books in the series and turn it into fridge brilliance.

Trope Tuesday: It Has Been an Honor

If there ever was a phrase that invoked manly tears, it’s this one.

It has been an honor” is pretty much the go-to catch phrase for any Heroic Sacrifice or Bolivian Army Ending.  It’s often a precursor to a Crowning Moment of Awesome, and as far as last words go, it ranks right up there with “I die free,” “I die as myself,” and “I regret nothing.” Expect to hear it a lot from blood knights, members of the proud warrior race, or anyone who belongs to a martyrdom culture.

Occasionally, you’ll hear a villain say this when he acknowledges the hero as a worthy opponent.  In such cases, the villain may evolve into a friendly enemy or a fire-forged friend. Or, if the trope is played straight, they just die.

One time you won’t hear this phrase is when someone is trying to play More Hero than Thou.  In that case, two or more good guys in a friendly rivalry basically argue over who has to bite the bullet, so the honor becomes a point of competition between them.

In my opinion, the heart and soul of this trope is the idea that some things are worth dying for.  Obviously, a character facing death is not going to say this unless he values his honor more than his life.  What exactly constitutes “honor” may be up for debate (with the potential for some unfortunate implications, especially in real-life martyrdom cultures like Japan), but the core element here is that the hero is fully willing to give up his life for something greater than himself.  Bonus points if he starts out as a coward and this trope marks the conclusion of his growth arc.

While this phrase often leads to a death of some kind, that isn’t always the case.  The cavalry can still show up to save them, or one of the characters can ultimately survive (either the one who says this phrase, or the one to whom it is said).  The important thing, though, is that the characters face death in a meaningful way.  Without that, this phrase doesn’t have nearly as much power.

In my own work, this trope tends to pop up a lot, especially in the more military sci-fi books in the Gaia Nova series.  It shows up multiple times in Stars of Blood and Glory, and also in Bringing Stella Home, though more in a posthumous way than anything else.  I suppose you could also say it happens in Star Wanderers: Homeworld, if you use a broader interpretation.

But either way, I’m definitely a big fan of this trope.  Expect to see it many more times in my own work in the future.

As a final note, it’s worth pointing out that the bandmaster’s violin from the real-life Titanic has recently been recovered and confirmed genuine.  It’s now on display in Belfast, less than two miles from where the Titanic was built.

Trope Tuesday: Rebellious Princess

Marle2You know that innocent and beautiful fairy tale princess, with the tricked out dress and the power to summon woodland creatures?  The one with a tendency to get kidnapped, but who always ends up happily ever after with her prince charming?

Yeah, that’s not this princess.

A rebellious princess would just as soon puke if she were any of those things.  She hates being royalty–she’d rather be one of the common folk, or at least be out doing something (which is why she’s often involved in politics).  She hates all those frilly dresses and tends to wear her hair in a tomboyish ponytail.  Rather than wait for her white knight to save her, she’s much more likely to be an action girl in disguise, or at least something of a badass.  When she grows up, she may become a lady of war.  Invariably, she hates whatever marriage has been arranged for her and often scandalizes those of her class to marry for love (if she even marries at all).

As you might have already guessed, this trope is extremely common, not the least because the princess classic has largely been discredited (at least, outside of Disney).  There’s a lot of variation on it too, with some stories featuring the rebellious princess as the love interest, and others showcasing her as the hero.

George R.R. Martin (Song of Ice and Fire) deconstructs the trope with Arya, who eventually becomes something of a sociopath, and Brandon Sanderson (Elantris) subverts it with Sarene, who very much has the personality but uses her royal position to her advantage.  Frank Herbert (Dune) zigzags with Lady Jessica, who is undylingly loyal to the Atreides family but rebels against the Bene Gesserit.  As you might expect, J.R.R. Tolkien plays it straight, not once but twice: Éowyn in Lord of the Rings, and Lúthien in The Silmarillion.

It transcends cultures, too.  In Crouching Tiger, Hidden Dragon, Jen might not technically be royalty, but she is the governor’s daughter and she does reject an arranged marriage to run away and become a wandering warrior.  And in classic RPGs, especially the old Japanese ones from Square, this trope is everywhere.  The princess in the picture above is Marle from Chrono Trigger, who fits this trope to a T.

So why is this trope so prevalent nowadays?  Probably because the modern feminist movement led us to discard most of our old-fashioned feminine ideals, as well as the characters who were held up as shining examples of them.  That, and rule of drama.  Everything ultimately comes down to rule of drama.

In my own work, Hikaru from Stars of Blood and Glory is an example of this trope, though she’s more of a president’s daughter than a hero or a love interest.  She does have her own story arc, though, and I’ve got a sequel in the works with her as the main character.  Scientists aren’t exactly royalty, but they do consider themselves elites in Genesis Earth, which means that Terra has echoes of this trope.  And in Heart of the Nebula (as-yet unpublished), I’ve got a character who isn’t exactly rebellious, but she does qualify as a badass princess (though the society in question is a perfect techno-democracy and not a monarchy).

Trope Tuesday: Mexican Standoff

rsz_standoff_9776In a typical standoff, such as a hostage situation, two characters face off without immediately shooting at each other.  One or both of them may be using a human shield, or be reluctant to shoot first for fear that the other will take them with him.  A Mexican standoff, however, takes that up to a whole new level.

Perhaps the best explanation is the one from Wikipedia:

A Mexican standoff is most precisely a confrontation among three opponents. The tactics for such a confrontation are substantially different than for a duel, where the first to shoot has the advantage. In a confrontation among three mutually hostile participants, the first to shoot is at a tactical disadvantage. If opponent A shoots opponent B, then while so occupied, opponent C can shoot A, thus winning the conflict. Since it is the second opponent to shoot that has the advantage, no one wants to go first.

Basically, it’s Mutually Assured Destruction (MAD) on the level of individuals rather than nations.  The classic example is the finale from The Good, the Bad, and the Ugly.  Clint Eastwood’s character rigged it, though, so the outcome was never really in dispute.  Elsewhere, things rarely end so cleanly.

If the Cavalry doesn’t show up to save the day, these situations tend to lead to a messy free for all.  Heck, that may happen even if someone from the outside comes to save the hero.

If the resulting fight has a little more thought and strategy to it, though, you’ll get a Mêlée à Trois.  This happens in The Hobbit with the Battle of Five Armies, and in Downbelow Station with the stationers, merchanters, and Captain Mallory.  It also tends to happen a lot in A Song of Ice and Fire, with the various factions in that world.  Heck, it happened in real life during the Lebanese civil war, and is probably happening right now between the Christians, Sunnis, Shia, and Alawites of Syria.

When the fight has room for a little more scheming, you’ll often see things like a gambit pileup or a kingmaker scenario.  This is where things get really tricky, and the intrigue becomes positively delicious.  It isn’t enough just to have two parties duking it out–you’ve got to have lots of characters and factions, each with their own agenda.  That way, even the weakest party can win if they can convince everyone else to fight each other.

All of that happens after the Mexican standoff, though.  The standoff itself is the moment of tension and uncertainty before the crap hits the fan.  When done well, it’s an awesome moment of tension that can really boost the suspense.  When done poorly (or just for laughs), it’s over-the-top crazy, like Duke Nukem meets Scooby Doo.

I haven’t played around with this trope too much yet.  Stars of Blood and Glory has a little more intrigue than some of my other works, but I can’t think of a specific Mexican standoff moment in the book.  The situation near the end of Desert Stars is kind of like this, but with relationships and marriage alliances rather than guns.  I’m sure that’s a different trope, but I’m not sure which one.

Yet another reason to keep trawling tvtropes…