Wednesday, July 22, 2026

 


Why Every Great Space Opera Has History

When most people think about space opera, they imagine starships.

Huge battles between fleets.

Alien civilizations.

Faster-than-light travel.

Exotic planets orbiting distant suns.

Those things are certainly part of the genre, but I don't think they're what keeps readers coming back.

I think readers come back because of the history.

Not the history they're reading.

The history they feel.

Civilizations, Not Technology

Take a moment and think about some of the greatest space opera settings ever created.

Isaac Asimov's Foundation begins after thousands of years of Galactic Empire.

Frank Herbert's Dune takes place over ten thousand years into humanity's future, where entire institutions have risen and fallen countless times.

Star Trek presents a Federation with centuries of exploration behind it, surrounded by powers whose own histories stretch back even further.

Babylon 5 isn't simply about a diplomatic station. It's built upon ancient races, forgotten wars, and mysteries that have shaped younger civilizations for millennia.

The Expanse may feel more contemporary, but even there, the tensions between Earth, Mars, and the Belt come from decades of political evolution before the first page ever begins.

Traveller has always understood this as well. Behind every subsector map lies the weight of the Third Imperium, the Long Night, the Rule of Man, and civilizations whose ruins still influence the present.

None of these universes begin at Year One.

They arrive already carrying the weight of history.

History Makes a Universe Feel Real

Think about visiting an old European city.

You walk through streets where people have lived for hundreds or even thousands of years.

Buildings have been rebuilt.

Governments have changed.

Wars have been fought.

Empires have risen and collapsed.

You don't need someone to explain every event for the place to feel authentic.

You simply know that generations came before you.

The same principle applies to great space opera.

The best fictional universes don't feel freshly constructed.

They feel inherited.

Every Ruin Tells a Story

One of my favorite things to place in a science fiction setting is something abandoned.

An orbital station nobody remembers how to repair.

A colony ship that never reached its destination.

A jump beacon still functioning after three centuries.

An empty military fortress whose enemy disappeared generations ago.

A planet where the cities remain but the people do not.

None of these need lengthy explanations.

Their existence creates questions.

Who built this?

Why was it abandoned?

What happened here?

History becomes another character in the story.

Wars Leave Shadows

History isn't simply about dates and timelines.

It's about consequences.

Borders exist because somebody fought for them.

Trade routes exist because explorers found them.

Refugees settle new worlds because somewhere else became unlivable.

Political alliances form because two civilizations once faced a common enemy.

Even peace has a history.

When readers sense these invisible layers beneath the narrative, the universe suddenly feels much larger than the story itself.

The Universe Keeps Moving

One of the lessons I've learned over decades of running role-playing games is that worlds shouldn't stop evolving just because the players aren't looking.

Governments change.

Companies fail.

Colonies prosper.

Religions divide.

Technology advances.

Heroes grow old.

Children become leaders.

History never pauses.

It simply waits for the next generation to inherit it.

Building the Aurin Cluster

This idea has become one of the guiding principles behind my own universe.

For years I imagined I needed to design an entire galaxy before I could tell meaningful stories.

Eventually I realized something simpler.

Nearly all of my novels—and nearly all of my Traveller campaigns—take place within one region of space.

The Aurin Cluster.

Rather than spreading my efforts across thousands of worlds all at once, I'm concentrating on making this one region feel authentic.

Every polity has a reason for existing.

Every border has a history.

Every trade route developed because someone discovered it, fought over it, or depended upon it.

Every abandoned station, forgotten colony, and ruined battlefield exists because something happened long before my characters arrived.

My hope is that readers never feel like they're walking through a stage set.

Instead, I want them to feel like they've stepped into a living civilization that has been evolving for centuries—and will continue evolving long after the story ends.

Looking Back from the Future

Sometimes I imagine historians living five hundred years after the events of my novels.

What would they write about?

Which wars would they remember?

Which explorers would become legends?

Which political decisions would reshape entire civilizations?

If I can answer those questions, even if readers never see most of the answers, then I know the universe has begun to feel alive.

Because in the end, I don't believe readers fall in love with space opera because of starships.

They fall in love because those starships are sailing through civilizations that feel like they existed long before the first chapter—and will still exist after the final page is turned.

Tuesday, July 21, 2026

 


Why I Love Big Universes

One of the questions I've been asked over the years is why I spend so much time designing worlds that most readers may never even see.

The answer is simple.

Because I enjoy it.

Some writers begin with a character.

Others begin with a plot.

I usually begin with a map.

Not because the map matters more than the people living in it, but because a believable universe gives those people somewhere real to stand.

My current Traveller campaign is a perfect example.

For years I've wanted to build a living interstellar civilization—not simply a collection of star systems, but dozens of competing governments, hundreds of inhabited worlds, trade routes, old wars, forgotten colonies, political alliances, frontier regions, unexplored space, and places where history has left permanent scars.

It's a ridiculous amount of work.

And I wouldn't have it any other way.

The Iceberg Principle

Readers only see the tip of an iceberg.

The same is true in fiction.

When Captain Kars Vandor visits a frontier colony, the reader doesn't need to know the history of the neighboring republic, the currency exchange rates, or the century-old border dispute happening four sectors away.

But I know.

That knowledge quietly influences every decision.

Why does this colony import food instead of growing it?

Why does this merchant distrust Imperial officials?

Why is an old warship still sitting in orbit after two hundred years?

Every answer comes from the world beneath the story.

Most of it never appears on the page.

Yet the reader feels it.

A Living Setting

One thing I've learned over the years is that worlds should never feel frozen.

History keeps moving.

Governments rise.

Empires collapse.

Trade shifts.

Religions evolve.

Technology changes.

Children grow into leaders.

Every campaign I run changes my setting a little.

Sometimes the players accidentally start a revolution.

Sometimes they save a colony.

Sometimes they make things considerably worse.

Those consequences become part of the world's history.

The universe remembers.

Starting Small

One of the biggest mistakes I made was believing I had to design everything before telling stories.

I don't.

In fact, I discovered exactly the opposite.

Almost everything important in both my novels and my Traveller campaign takes place inside one region of space—the Aurin Cluster.

That became incredibly freeing.

Instead of trying to build an entire galaxy all at once, I can focus on making one region feel alive.

The rest will come later.

The stories come first.

The universe grows around them.

Why Space Opera Endures

I've loved space opera since I was a kid.

There's something magical about starships disappearing into the unknown.

About frontier colonies.

About explorers pushing beyond the map.

About civilizations rising and falling over centuries.

Space opera gives us permission to think on a grand scale while still telling deeply personal stories.

Because at the end of the day, it doesn't matter whether your characters are crossing an ocean in a sailing ship or crossing 6 parsecs of space using a jump drive.

They're still asking the same questions.

Who am I?

Where do I belong?

What am I willing to fight for?

Those questions never change.

Only the stars overhead do.


I think that's why I keep coming back.

Not because I'm trying to build the biggest fictional universe.

But because every new world, every new map, and every new story is another chance to ask those timeless questions from a different corner of the galaxy.

Monday, July 20, 2026

Four Worlds, One Imagination

One of the questions I get asked from time to time is, "What are you running these days?"

The answer is simple: the games I always wanted to run.

After taking some time away, I'm back behind the screen, and I couldn't be happier. Between writing novels and running tabletop role-playing games, I spend most of my days doing what I've loved since I was a kid—building worlds, telling stories, and watching other people breathe life into them.

This year I'm running four very different games, each of them scratching a different creative itch.

Star Trek: Writing the Episodes I Always Wanted to See

I've loved Star Trek for as long as I can remember.

Like so many fans, I grew up wishing I could write my own episodes. Back then, it seemed like an impossible dream. Television writing was something that happened somewhere else, by people with careers in Hollywood.

Years later, during the Enterprise era, I even managed to contact Paramount and had the opportunity—briefly—to speak with Rick Berman. It wasn't a long conversation, but for someone who had dreamed about Star Trek since childhood, it was memorable.

Today, I realize something.

I don't need a television studio.

I don't need a production budget.

I don't need permission.

Around the gaming table, I get to write Star Trek stories every week. Every mission becomes another episode. Every player brings something unexpected. The crew solves problems I never anticipated, creates friendships I never planned, and occasionally leaves me scrambling to keep up with their ingenuity.

There are no executive producers telling me that a battle is too expensive to film.

No visual effects budget.

No studio deadlines.

If I imagine a Dyson sphere, an impossible nebula, an ancient civilization, or a battle involving a dozen starships, then that's exactly what happens.

It's an incredibly liberating way to tell Star Trek stories.

Traveller: Building the Universe I've Dreamed About for Years

If Star Trek lets me tell stories inside someone else's universe, Traveller lets me build my own.




For years I've carried around an absurdly ambitious dream.

To create a complete space opera setting.

Not just a handful of planets.

Not just a sector map.

An entire civilization stretching across known space.

Thousands upon thousands of inhabited systems.

Dozens of competing governments.

Histories spanning centuries.

Cultures, economies, religions, trade routes, wars, exploration, and mysteries still waiting to be discovered.

It's the sort of project that sensible people probably wouldn't attempt.

Which is probably why I find it so exciting.

I've recently decided to approach it in a more practical way.

Instead of trying to build every corner of the setting at once, I'm concentrating on the place where almost everything important happens: the Aurin Cluster.

The Aurin Cluster is the heart of my Traveller campaign.

It's also where approximately ninety-five percent of my novels take place.

That realization was surprisingly freeing.

I don't need to build an entire galaxy before telling stories.

I need to build the part of it where people actually live.

Where history matters.

Where characters struggle.

Where explorers push outward into the unknown.

The rest of the setting will come in time.

The Aurin Cluster comes first.

It's the beating heart of everything else.

Dune: Returning to Frank Herbert

Few novels affected me as deeply as Frank Herbert's Dune.

I first read it as a teenager.

Like many younger readers, I understood the adventure.

The politics.

The sandworms.

The Fremen.

The vastness of Arrakis.

Only decades later did I realize how much had gone over my head.

Reading Dune as an adult is almost like reading a different novel.

Frank Herbert wasn't simply writing science fiction.

He was writing about ecology.

Religion.

Power.

History.

Human evolution.

Political manipulation.

The dangers of certainty.

Every time I return to those books, I find something new.

Running a Dune role-playing campaign lets me explore those same themes from a different angle.

Instead of watching history unfold, the players become part of it.

Every political decision has consequences.

Every alliance matters.

Every word spoken in court can be more dangerous than drawing a knife.

It creates a kind of storytelling unlike anything else.

Conan: Back to the Hyborian Age

In a few weeks I'll also be returning to the Hyborian Age.

I've run Conan before, both using Mongoose Publishing's excellent Atlantean Edition and earlier systems over the years.

Now I'm looking forward to Modiphius' 2d20 version.

It captures something I really enjoy.

Conan isn't about saving the world.

It isn't about chosen ones.

It's about surviving another day.

Treasure.

Ancient ruins.

Lost kingdoms.

Treachery.

Sorcery that is dangerous rather than convenient.

Heroes who succeed because they're clever, determined, and just stubborn enough to keep getting back up.

It's sword-and-sorcery in its purest form.

After spending time among starships and interstellar politics, it's refreshing to pick up a sword and step into forgotten temples once again.

Why I Keep Coming Back

People sometimes ask why I spend so much time running role-playing games when I'm also trying to write novels.

The answer is that they feed each other.

Running games makes me a better writer.

Writing novels makes me a better Game Master.

Every session introduces unexpected ideas.

Every player asks questions I hadn't considered.

Every campaign becomes another laboratory for storytelling.

Some ideas remain in the games.

Others eventually find their way into my novels.

At sixty years old, I finally feel like I've stopped worrying about what I'm "supposed" to create.

Instead, I'm simply creating the stories that excite me.

Whether they're told around a gaming table, written into a novel, or shared here on this blog, they're all part of the same lifelong journey.

And honestly...

I can't imagine spending my time any other way. 

Saturday, July 4, 2026

 

Standing the Watch: A Fourth of July Reflection from Eight Thousand Miles Away. - 4 Jul 2026



There are some years when Independence Day feels like fireworks, family, hot dogs, and waving flags.

And then there are years like this one.

Today, I'm not celebrating.

That doesn't mean I've stopped loving my country. Quite the opposite. It means I love it enough to be worried about it.

Living in Thailand, more than eight thousand miles away from the United States (Hint, world size 8 for you Traveller RPG fans), creates a strange kind of homesickness. America isn't outside my window anymore. It's on my computer screen. It arrives in headlines, court rulings, speeches, editorials, arguments, and endless commentary from every direction. Every day seems to bring another story that leaves me wondering whether the institutions I grew up believing were permanent are, in fact, far more fragile than anyone imagined.

It is an odd feeling to watch events unfold from the other side of the planet and realize there is very little you can actually do.

You vote.

You support the people you believe are trying to do the right thing.

You encourage friends.

You hope.

And sometimes hope feels terribly small.

I suppose that's one reason I write Space Opera.

That probably sounds strange.

Surely Space Opera is escapism?

Absolutely.

And thank goodness for that.

But I've begun to realize it isn't only escapism.

It is practice.

Every day I sit down at my computer and create another member of a starship crew.

An engineer.

A nurse.

A shuttle pilot.

A young ensign fresh out of the Academy.

A chief petty officer with twenty years of experience.

A scientist who would rather solve a mystery than fire a weapon.

A security officer who prays every mission ends without anyone drawing a phaser.

Hundreds of them.

Literally hundreds.

Most readers of novels never think about these people.

Most viewers never learn their names.

They're "Crewman Number Three."

"The guy at the science station."

"The woman in engineering."

But I know them.

I spend hours deciding where they were born.

Who mentored them.

What mistakes they made.

What values they carry.

Who they report to.

What dreams they haven't given up on.

Then I place them aboard a starship and ask one question:

What kind of future are they willing to build together?

As a professional Game Master running Traveller, Star Trek Adventures, and Captain's Log campaigns, I spend an extraordinary amount of time inhabiting optimistic futures.

Not perfect futures.

No one has ever accused the my setting, The Aurin Cluster, and  the Terran Second Empire of being perfect.

The Federation certainly isn't.

Every government in science fiction has bureaucracy, corruption, political disagreement, and people making terrible decisions.

The difference is this:

The heroes keep trying anyway.

They don't win because history bends automatically toward justice.

They win because ordinary people decide that quitting would guarantee defeat.

That's the lesson that keeps appearing throughout science fiction.

The Empire is enormous.

The odds are impossible.

The enemy has more ships.

More soldiers.

More money.

More influence.

More everything.

Yet somehow a handful of stubborn people refuse to surrender.

Sometimes they lose.

Sometimes they lose badly.

Sometimes victory costs so much that historians argue whether it was victory at all.

Pyrrhic victories aren't glorious.

They are simply moments where someone decides that preserving tomorrow matters more than surviving today.

History is full of those moments.

I've been thinking a great deal about my grandfather today.

He fought in Italy, all the way up the boot. Then the campaign ended. the war, he thought, was nearly over. he came home to a jubilant young wife. She became pregnant. They looked forward to a bright future, and his likely imminent discharge.  But then his orders came to go to Burma.  I try to imagine leaving a pregnant wife, perhaps facing death, dismemberment, in a war that he did not start. But his skills were needed to build the railroa from Yangon to China. to supply the Chinese with munitions.

Then he fought in Burma. He told me the rains were so heavy and the roads were so bad, the jeeps tried to travel through mud soup. People of his unit were captured and mutilated. Bridge on the River Kwai became his favorite film, Ironically, because it TOLD HIS STORY, or at least a Story LIKE his story, that he was unwilling to tell by himself. He loved Von Ryan's Express.

Two completely different campaigns.

Two different continents.

Different enemies.

Different climates.

Different hardships.

The by growing in the womb of his wife was to be my eldest uncle. Mt grandfather probably never imagined that decades later his grandson, by a daughter not yet born, would be living in Southeast Asia, in Thailand, only a few hundred miles from where he struggled, and retired from the Navy, that grandson would be writing stories about starships.

He simply did his duty.

One day after another.

One miserable march after another.

Swimming through mud-choked rivers. Building bridges.

Bridges that would help a completely different country.

One difficult decision after another.

Not because he knew how history would end.

Because someone had to keep going.

I've been thinking about my uncles.

One served in Korea. One day his tent had a tree drop hundreds of pounds of snow on it.

He laughed later, it was his mistake. But his buddies dug him out, he did not suffocate.

Another found himself connected to the conflict in Kosovo.  He saw as planes that were purported to be invisible came back all shot up, the pilots happy to be back alive.

Different generations.

Different wars.

The same quiet willingness to stand where history happened.

Then I think about myself.

I spent a year in the Persian Gulf.

It was probably the hardest year of my life.

Not because I was charging beaches or storming fortifications.

Military service is often much quieter than Hollywood likes to imagine.

Long watches.

Heat.

Fatigue.

Missing birthdays.

Missing holidays.

Sleeping 4 hours every 3 days, as we transited the Persian Gulf's Strait of Hormuz. Keeping the sealanes open, for the world.

Doing the same job correctly for the thousandth time because mistakes could cost lives.

At the time I was simply trying to get through tomorrow.  I slept on the deck of the ship next to the gun I was assigned to for that day, when it was my turn to get 4 hours' sleep, every 72 hours.

Now that young sailor that I was is almost sixty-one.


Looking backward is a strange experience.

You realize that endurance often matters more than heroics.

You simply keep showing up. That is how I got through it.

KNOWING that my grandfather and uncles had seen and done worse.

Perhaps that's why Space Opera resonates with me so deeply.

The bridge crew isn't heroic because they're fearless.

They're heroic because they report for duty despite being afraid.

The engineer repairs the engines one more time.

The doctor walks into another emergency ward.

The navigator plots another course into the unknown.

The captain gives another speech about impossible odds.

Not because they believe everything will work.

Because someone has to.

One of the greatest gifts science fiction has ever given us is permission to imagine that humanity becomes better than it is today.

Not perfect.

Better.

That simple word carries tremendous weight.

Better.

More compassionate.

More curious.

More humble.

More willing to cooperate than dominate.

More interested in exploration than conquest.

It is astonishing how radical optimism has become.

People sometimes ask why I spend so much time designing supporting characters for my campaigns.

Why create hundreds of officers?

Hundreds of enlisted crew?

Why worry about the life support technician nobody may ever meet?

Because civilizations aren't built by legendary heroes.

They're built by ordinary people doing ordinary jobs extraordinarily well.

The captain doesn't keep the ship alive.

The crew does.

The same is true for nations.

Sometimes I wonder whether writing these campaigns is less about entertainment than it is about preserving an idea.

That humanity deserves a future worth reaching.

That diversity is a strength.

That humility matters.

That honor still exists.

That sacrifice has meaning.

That hope is not childish.

Hope is work.

People occasionally dismiss Space Opera as unrealistic.

Maybe.

But I would argue that every civilization began with someone imagining something that did not yet exist.

Every constitution.

Every republic.

Every scientific breakthrough.

Every voyage across an ocean.

Every step onto another world.

Someone first imagined it.

The future has always belonged to dreamers willing to become builders.

This Fourth of July I find myself wondering whether the last 250 years have reached an ending of one chapter.

Perhaps they have.

History doesn't move in straight lines.

It never has.

There are advances.

There are retreats.

There are disappointments.

There are astonishing recoveries.

Every generation thinks it lives at the end of history.

None of them do.

History simply hands the next watch to someone else.

Maybe that's our job now.

To stand the watch.

To keep the lights on.

To refuse despair.

To leave something worth inheriting.

Not because success is guaranteed.

Because the next generation deserves the chance to discover whether we were right.

Tomorrow I'll probably create another ensign.

Another chief petty officer.

Another scientist.

Another shuttle mechanic.

Another doctor.

Another ordinary person aboard another imaginary starship.

Together they'll voyage into dangerous frontiers, face impossible choices, and somehow keep believing that tomorrow can be better than today.

Maybe that's escapism.

Or maybe it's rehearsal.

Because every better future first has to exist in someone's imagination before it can exist anywhere else.

So today, instead of celebrating the past, I'm choosing to build the future.

One character at a time.

One adventure at a time.

One starship at a time.

Hope, after all, is not something we discover.

It's something we create.

- fin