Legislating Morality

Hold on to your hats, y’all, this post is going to be somewhat scandalous and controversial, I think.

There is a large block of we Christian who believe that our nation would be a better place if our laws forbade the things we think are immoral and punished those who infringed upon our beliefs about proper relationships and right behavior. I strongly disagree that this is a good idea or a worthwhile goal.

Why? Because mercy triumphs over judgment (James 2:13). Our focus as Christians in the world is the fixing of problems and the lifting up of people, not on the punishing of others because they act in ways that we don’t like but that are not directly harmful. The song goes, “They will know we are Christians by our love,” (a reference to John 13:35) not “They will know we are Christians by our judgmental and self-righteous attitudes”—though many outside the church might argue that we’re closer to the latter than the former at present.

We need to consider carefully the role of the law in democratic society. Our legal system must balance the preservation of as much freedom as possible with the protection of citizens from wrongdoing and exploitation. The best way to do this—and this is how the legal system often works—is to focus on injury, not morality.

Some acts prohibited by the law (civil or criminal) are very clear in their intent to prevent injury—laws prohibiting theft and violence are designed to prevent actual and quantifiable harm from coming to others.

Still, America has a strong history of legislating morality. Hold on to your hats, because we’re about to get scandalous. Here are three things that are (or have been) affected by legislation largely on grounds of morality rather than prevention of harm: obscenity, drugs and prostitution. Before we proceed further, I do not mean to say that there are not significant moral concerns to be attached to each of these things or that they are good things—only that they are places where the law seems to overstep based on a certain group’s idea of what is right.

And here’s the practical problem—you can’t actually enforce morality with laws. Human beings tend to ignore laws that they don’t believe have a moral basis (or when they disagree with someone else’s morality), resulting in punishments for “crimes” in which no party has actually been injured.

“Obscenity” is an ambiguous, “I can’t describe it but I know it when I see it” sort of thing. To help ground the discussion, I’m mostly going to focus on sexual content that falls under the typical definition of obscenity.

We live in an environment far more permissive of pornography than many others—pornography is ubiquitous, easily accessible to anyone with a computer, and often socially treated as “not a big deal.” There are very significant moral concerns to be tied to pornography—both in the way that the production of pornography has a tendency toward exploitation and in how the consumption of pornography insidiously normalizes the objectification and demeaning of sexual partners in general and women in particular.

Still, those concerns are about the potential results of pornography and not necessarily about the thing itself. We could (and often do) pass laws that address the punishment of certain consequential acts—like the provision of pornography to minors or that otherwise involves minors—rather than blanket “obscenity laws.”

In Texas, however, our penal code still contains obscenity laws that prevent store owners from describing sex toys as anything other than “novelties”—if it is hinted at that the object could be used for a sexual purpose, it violates the obscenity law and its sale is criminal. So, it is with some frequency that the owners of or workers at “adult” shops are arrested over nomenclature. This situation, I think, makes clear that the purpose of Texas’s obscenity law is to govern the action of otherwise free and consenting adults because of one group’s moral views.

Let me reiterate, I think that pornography engenders addictive tendencies in its consumers and has the potential to create numerous interpersonal problems for those who view it. But I can’t be sure that pornography is categorically immoral. Even if it is—and it might be—that doesn’t mean that I believe that people should be legally prohibited from certain acts that are immoral so long as there is not a direct injury to someone else.

The ad absurdum of this argument is the criminalization of any activity deemed to be detrimental to a person on behalf of that own person. There’s a good reason that that kind of government interventionism and protectionism is offensive to most Americans.

I think that we can look at drugs in a similar light. While the addictive effects of marijuana seem to be scientifically debatable at present, we can be sure that there are prohibited substances that are highly addictive, ruin lives and lead to destructive behavior. That is why they are criminalized—to prevent harm before it happens. Unfortunately, the attempt at prevention appears to be largely futile.

The problem lies in the fact that we cannot stop drug use by criminalization—the last forty years have proven that the “war on drugs” is a failure with a high cost—both in a system that has given financial incentive to the establishment of dangerous drug cartels and that breaks up families by punishing rather than helping those affected. We will not stop the addicted by making the possession of use of illegal substances punishable by jail time.

Again, it is clear that drugs often lead people to criminal acts out of negligence or desperation—but these are already illegal. Driving under the influence, theft, child endangerment, assault, even murder are unfortunately too common in the world of some of the drug addicted. But since those things are already illegal, why do we need to criminalize the drug user for the use of the drug in the case (rare as it may be) where there are no consequences to others from the use? (I phrase it in terms of consequences because I’m unwilling to call illicit drug use “responsible,” but there are many other legal activities which might be self-injurious and not terribly responsible, too).

Likewise, prostitution has always been with us in civilized history. Some governments have permitted legal prostitution (ancient Rome and some of the modern Northern European states); others have outlawed it (the U.S.). In medieval Europe, the church even supported prostitution as a lesser evil at a time when social tendencies (at least for the wealthy) were for older men (in their thirties, often) to marry younger women (in their late teens or early twenties). This created a situation in which older married men feared the seduction of their wives by unmarried men their spouse’s own age. Prostitution seemed to provide a sort of safeguard against infidelity—for the young men, at least. As far as I know, there were no significant initiatives to help young brides bond with their older husbands.

Prostitution seems morally questionable at best and certainly a hindrance to the promotion of healthier (both psychologically and theologically) romantic and sexual relationships. But the reality is that none of our laws against prostitution have stopped the institution. Our attempts at regulation have only made things worse. By pushing prostitution into the realm of the illicit, we have deprived sex workers of safe and healthy working conditions that might be provided under regulation rather than illegalization, have institutionally supported human trafficking and sex-slavery by making such business profitable, and have deprived those who work in the sex industry of legal productions taken for granted by others.

And that lays bare the common thread for all of these issues—our attempt to criminalize these choices en masse rather than to focus on the injurious effects of such practices has made the situation worse rather than better. Our attempts at judgment have created additional suffering when we are called to mercifully relieve the suffering of others.

You may ask (and I hope you do) what the alternative is. It is rather simple—we persuade others about morality, we inform them about the potential harm that could come from the types of things I’ve described above, but we leave the law to criminalize only those actions that directly and tangibly harm another person. The American constitution is founded on the principle that one is free to believe what one wants but not free to act on those beliefs to the direct injury of another.

We addressed this belief in my constitutional law class in law school. In reviewing First Amendment case law, our professor would often remind us, “Often, the answer is not less speech, but more.”

The fundamental difference between the law and morality is this: the goal of the law is to prevent certain results; the goal of morality is to avoid certain intentions.

So, we ought to be focusing our faithful energies on eradicating the factors that lead toward the immoralities we seek to curtail. Want to curtail the use of pornography and prostitution? Help people focus on healthy human interactions and relationships. Want to limit drug use in our country? Fight generational poverty, the large disparity of wealth and racism to limit the oppressions that drive many to the escape of drugs.

Is it extremely uncomfortable to try to talk to others about moral issues? Yes. Will there be disagreements even among Christians about moral questions? Of course. Isn’t it just easier to legislate morality? Certainly. But is it better than calling people to be better rather than trying to punish them into morality? Absolutely not.

When Jesus tells us to render unto Caesar what is Caesar’s and to render unto God what is God’s, I think this idea is somewhere in his intent. The role of government is not the same as the role of our faith (thank God!) and we cannot expect to use the one to achieve the goals of the other. Jesus had no interest in using governmental authority to draw others to his message of striving to “become perfect as our Father in heaven is perfect.” Why are we so interested in doing so? Our efforts would be much better spent on helping people make better choices and showing mercy when they make poor ones by helping to improve situations.

At the end of the day, would we be better off if we stopped focusing law enforcement efforts on criminalizing obscenity and instead spent more time promoting healthy human interaction? I certainly think so.

TL;DR

(1) Attempts by Christians to legislate morality have been a poor witness of Christ because these attempts have increased suffering rather than alleviating suffering.

(2) Criminalizing immorality does not create morality.

(3) Our efforts as politically-active Christians are better spent persuading others to be moral without the coercive force of the state, addressing the social, economic and political conditions that drive people to immoral behavior and helping others who have made poor moral choices to remediate the personal suffering their actions have caused and to alleviate the suffering they have caused for others.

A Worldbuilding Example – Part II: Sci-Fi Technology

For the previous post in this series, click here.

We’ve got a lot of high-level decisions to make before we get into the gritty details. Since this’ll be a sci-fi setting, deciding on the availability and prevalence of various technologies—particularly those staples of the genre—seems a good next step. What follows are the decisions I’ve made for the setting.

Consciousness Transfer/Mind Uploading: This is a popular topic lately, both in speculative science and fiction. Ray Kurzweil and his like assure us that we will soon be able to digitally transfer our minds into mechanical bodies and live forever. The ability to do this is an important facet of Altered Carbon and the Eclipse Phase RPG. I, however, don’t believe that this will ever be possible. Most important, we’ll never actually know if it works—I cannot with surety know that another person is actually conscious. Yes, this is somewhat solipsistic, but we simply don’t have an objective test to prove consciousness, just a set of tools that leads us to assume consciousness. This leads to some problems when a “transfer” of consciousness could result in a resemblance of transferred consciousness but with the actual result of killing the actual possessor of the consciousness.

The Kurzweil argument, while having a strangely spiritual component, is a materialist one. As I’ve discussed on the theological side of the blog, I don’t find materialist science to be very convincing when it comes to existential questions.

Add to this that we don’t really understand the origin or nature of consciousness (see the “hard problem” of qualia, for instance) and I have substantial doubts about the possibility of mind uploading.

Possible or not (and, in all candor, we don’t know whether it is or not and maybe advances in science will find some way to answer the question definitively), there is no denying that mind-transference makes for interesting stories. If digital immortality is included in your world, you have the potential to create some truly mythopoeic stories.

Nevertheless, I have decided that, in this setting, this technology has either been proved to be unsuccessful or that there is insufficient confidence in the effectiveness of the available technologies for anything to have been widely adopted. This preserves the dramatic power of death and the threat thereof and helps push us toward some grit in the setting.

DNI (Direct Neural Interface): Current science is making great strides in the interface between the brain and technology for multiple purposes—prosthetics, mental control of computers, even devices that—with training—can roughly predict what a person is looking at based on brainwaves.

Whatever the possibility of transferring consciousness from a meat-brain, there’s no question about the possibility of the brain interacting with computerized devices. Thus, this technology will be prevalent and in many forms—electronic “telepathy,” direct mental control of devices and machines, full-immersion virtual reality (almost indistinguishable from “real” reality), memory recording and transference (think Strange Days).

Ubiquitous Computing: We’re already starting to see more and more devices connected to the internet to gain even the slightest of advantages over offline versions. With inventions such as “smart dust” and more effective signals transmission, very few places would be out of the reach of the equivalent of the internet. Combined with “standard” augmentations, most people have the opportunity to be “online” to the extent that they wish to be and to mentally interface with most constructed objects (systems security aside, of course) in their immediate environment.

FTL Travel and Communication: I don’t know what it is, exactly, but I find the possibility of being unable to travel to the vast majority of the universe kind of depressing. While there are a few theoretical methods for beating Einstein’s speed limit (like the Alcubierre Drive), it seems that faster-than-light travel is not in our near future.

I don’t care. Faster-than-light travel is fun and I don’t want to get into the existential horror of relativistic time. I’m going to use the classic “hyperspace/slipspace” conceit—a spacecraft with the proper type of engine can shift into a physical dimension with a different geometry or rules of physics than our own that, with caveats and complications, allows for travel at much greater than speed of light.

Under the rationale for FTL travel, I could potentially see some ability to send data through the same medium for instantaneous communication. However, I want to complicate things somewhat—a delay in the receipt of an important message may have Shakespearean proportions of drama, and I’d like to capture some of that. So here’s what I’m going to say: FTL communication requires an open connection between two places in “normal” space through “hyperspace.” Data can’t simply be converted into data in hyperspace and transmitted, it must be “beamed through” a wormlike tunnel through hyperspace.

This means that ships will need to have the capability to send messages by opening up temporary connections to known communications hubs to send messages. This makes the manufacture and control of those communications hubs strategically valuable, provides for some time-delay for communications, requires spaceships to hold a position to receive reply messages and requires ships communicating through FTL to route through communications hubs. This nuance I think will give us some ready story hooks.

Human Augmentation: The types and qualities of human augmentation will be extensive. The cyberpunk genre has focused on “chrome” and mechanically-based augmentations or bio-engineered alternatives. Certainly there will be some of each, but current research seems to indicate that much human augmentation will be a hybrid of the biological and digital, with researchers working on making biological computer analogues (on a small-scale, of course) and the embedding of artificial substances in biological ones (like enhanced eye lenses or retinal structures).

I’m not sure that any sentient alien species in this setting will necessarily have much real communication and contact with humanity, so augmentation will provide for a broad array of differentiated “subspecies” of the Homo genus.

Human augmentation will also be responsible for a widened socio-economic gap between the “haves” and “have-nots.” Manufacturing techniques (see below) may be in the process of democratizing augmentation, but the sharp divide in wealth exacerbated by the earliest waves of limited-availability augmentations still has continuing effects.

In addition to having practical benefits, I expect human augmentation to have become an important means of self-expression—tattoos and piercings on the next level, so to speak.

Terraforming: Human colonization will have been heavily supported by the science of terraforming. Planets must have certain inherent characteristics (like being in the habitable zone of a star) to be eligible for such transformation, but the process itself (probably provided by AI) has been mostly successful.

When first set to thinking about this setting, I thought to avoid space opera “one-terrain” worlds—the jungle moon of Endor, the one-massive-desert of Tatooine that people still somehow decided was a good place to make a home, etc. However, when I decided that terraforming would be a distinct technology, I started to think about places with artificially-created and not-entirely-but-close homogenous biomes. This makes sense especially for small “luxury” worlds

Manufacturing: Nanofactories, or “nanofacs” are essentially highly-advanced 3-d printers. With the proper raw materials, a nanofac can construct anything that will fit within it and for which it has the schematics. Contemporary design (as is largely already the case) is computer-based rather than through the construction of physical prototypes.

This creates some subissues for economics and society that I’ll have to work through: How are schematics controlled? What is the current state of intellectual property law and how extensive is schematic piracy? Is the economy based almost solely on the provision of raw materials and services?

AI and Robotics: There is much fear about artificial intelligence in our modern society (and perhaps rightly so). Reference I, Robot or Terminator. However, I’m going to go a different direction from many sci-fiction settings:

The major qualm about “artificial intelligence” is that we can’t really know if the highest-level hardware/software programs are actually sentient or only very good Turing machines. Nevertheless, humans actually managed to achieve what AI they have in a responsible and precautionary manner. Only limited AI with strict programming protocols and protections from “emergent” features are allowed any autonomy or connectivity. Agent/Assistant programs and robots alike are significantly limited in their capacities—usually only able to perform a limited number of tasks with superhuman effectiveness and otherwise possessing capabilities below that of the average human.

“True AI” as humans think of it are built in self-contained units without any wireless or general connectivity to the world at large. Data is input either by hand or through portable storage devices rather than through the kinds of free data-exchanges used by most technological devices.

AI is used only for research—for the creation and analysis of large-scale simulations to improve scientific and technological understanding. Much of the work of AI research is “catching up” to an understanding of the data output by an AI to make something useful from the machine’s own conclusions.

Rather than approach things from the robot’s side, as Aasimov and others have done, I want to look more at how humans react to living in proximity to artificially created entities that probably aren’t really sentient but about which one cannot truly tell. Some recent sci-fi work has already started to explore this topic (Robot and Frank; Her).

Spaceships: Spacecraft capable of FTL travel will be too large and heavy to exit the gravity of most planets upon landing, so smaller “landers” and “lifters” are used to transport people and goods from a planet to a true starship.

I have identified a need to do some research into what current scientist think that ship-to-ship warfare between starships would look like. While I like the idea of age-of-sail-in-space type combats, I have a distinct feeling that actual starship battles would be far more like a big game of Battleship—trying to find the enemy at extreme range before he finds you.

Artificial Gravity: I have to admit being pretty torn about this one. There are really two things we’re talking about when we talk about artificial gravity. The first is essentially “anti-gravity,” the ability to provide lift significant-enough to allow hovering without the heat and energy of some sort of thruster. There are enough alternatives with actual scientific plausibility (ground effect vehicles and the like) to provide this without resorting to the scientifically implausible, and I appreciate that.

The rub comes about with “true” artificial gravity—the ability to simulate gravity in a spaceship and thus avoid the inconvenience and strangeness of weightlessness in space. While there are ways (rotating structures, for instance) to simulate gravity, current science predicts that—because gravity is a part of the shape of the cosmos and not particle-based force—artificial gravitic fields are essentially impossible.

I remain undecided whether to use artificial gravity anyway or resort to more real-world solutions.

Power Sources: I’m going to use antimatter as a source for large-scale power, fusion for smaller applications and very advanced batteries for most portable power solutions.

For the next post in this series, click here.

A Worldbuilding Example – Part I: Introduction and Influences

As I’m procrastinating from some of my other projects, I thought it might be fun to go through the worldbuilding process instead of only writing about doing so. This will be the first post in a series to do just that.

Initial disclaimer and caveats

There are many different ways to go about the process of worldbuilding, approaches and philosophies of creative work, foci and areas of interest in fleshing out a world, etc. I make no claim to be doing things the “right” or “best” way. I’m going to do this in the way that I’ve discovered works for me. I hope it helps you, even if how it helps is in causing you to do things a different way. Failing that, I hope it entertains.

A Starting Place: Purpose

We have a few high-level choices to make before we really get into it. The first is what we’re building a setting for. As I’ve mentioned many times, Avar Narn is the world I’ve been building for a long time and the main setting for much of my writing. Here, I’m going to try to do something different. To a great extent, I foresee that there will be some similar themes and ideas in both settings simply based upon the things that interest me. However, I’m going to try to keep this from being a rehash of the exact same ideas.

Those sidebar comments…aside…I’ve decided that I want to build this setting for a combination of creating a space to write in, a setting to use for roleplaying games should I so choose, and also simply for the enjoyment of the process. You might note that this hits on the main three reasons for worldbuildng I’ve discussed in other posts. The attempt to equally address these concerns I hope will make this series more helpful for others seeking to glean ideas from it.

Knowing my purpose, I’m going to now pick a loose genre. The emphasis is on “loose” here because I really like mixing genre conceits, as is already somewhat and will become more evident in my Avar Narn writings. As Avar Narn is loosely fantasy, this setting will be loosely sci-fi.

A Guide: Genre

A sci-fi setting for writing, gaming and art for its own sake. So far so good. There’re a lot of subgenres in sci-fi that are important to audiences, so I’m going to make some additional choices here to help allay what could become future obstacles.

I like my stories to be closer to the personal, the “realistic” (whatever that is) and the gritty. I’m not a scientist and, while I like theoretical physics and the like, I do not want to have to do any more math than is absolutely necessary. Consequential decisions: I will lean toward “hard” sci-fi but not slavishly so. I’ll try to avoid anything that blatantly violates the laws of the universe as we understand them, but I won’t avoid occasional handwavium if it serves the setting as a whole.

I’ve also decided that I’m going to use the shortcut here—so that the majority of my creative focus remains on Avar Narn—of using a future version of our world (and worlds beyond) rather than creating a sci-fi universe whole-cloth.

A Mission Statement: Theme

The setting needs a good core theme or set of themes to tie it together, much like an organization’s mission statement or the thesis of a scholarly work. We could just create bits of the world and see what themes float to the surface, but I find it far more efficient to decide what you want your world to do and then fill in the details to align with that.

Fortunately, I have a few themes to address with the setting:

  1. If humans have the technology to recreate themselves, what does that look like? How far will humans go and what are the reasons they’ll have for doing so.
  2. How does ideology (philosophic, religious, political, moral) drive history and individuals? What about vice versa? What makes us choose (or leave) an ideology? Do we choose our ideologies for emotional reasons, or practical ones, or something more complex? How strongly are we committed to ideology—what ideologies will we kill and die for, and why?
  3. Control—over culture, technology, relationships, even self. Do we really have it at all? If so, how do we take (or relinquish) control? What is the morality of control?
  4. The macro versus the micro—should humans prioritize large-scale constructs (governments, societies, institutions) or individuals? What do different prioritizations look like?

Four is plenty of high level themes, I think. This will give us a lot to play with but still have enough coherence for the setting to avoid the “kitchen sink” approach.

Assembling Building Blocks: Influences

And now I plan a heist. I’ve already spent a lot of time casing my targets, so it’s just a matter of infiltrating, stealing what I want, and getting back out. Here are some of the sources I’ll steal ideas from:

Novels

Altered Carbon (Richard K. Morgan) – billed as “hardboiled cyberpunk”, this fast-paced sci-fi noir story hits a lot of my sweet spots and (as far as I know) inspired the Eclipse Phase game mentioned below. As we’ll parse out later, I have some serious conflict about the idea of digital-brain transfers, but there’s much in this novel that inspires.

Snow Crash and The Diamond Age (Neal Stephenson) – Both of these novels have influenced me—both as writer and a theological thinker, believe it or not—so I can’t imagine but that I’ll draw some inspiration from them, though I think my own preferences and approach vary significantly from Stephenson.

Do Androids Dream of Electric Sheep? – I’m a big fan of almost all of Phillip K. Dick’s work (strange as some of it is), but this one seems to fit some of the themes and ideas I’m interested in for this setting well.

Old Man’s War (John Scalzi), Ender’s Game (Orson Scott Card), Starship Troopers (Robert Heinlein) – I love military sci-fi and, based on the themes above, there’s a significant role for military conflict to play in this setting.

World War Z (Max Brooks) – no, I don’t intend to have zombies. What I want to draw from this book is how it starts from a fictitious situation (here, zombies) and builds rational and believable sociopolitical events and histories on top. Please, for the love of God, ignore the movie.

Embedded (Dan Abnett) – I like Abnett’s writing for the Warhammer 40K universe, and this military sci-fi novel does a lot really well and has a feel and setting with a lot I’d like to use.

Non-Fiction Books

Future of the Mind, Physics of the Future and Physics of the Impossible (Michio Kaku) — Kaku has for some time been a popularizer of scientific ideas, particularly through his TV appearances. These books contain speculations from the well-researched to the wild and almost certainly unfounded—perfect for sci-fi.

Out of Control: The New Biology of Machines, Social Systems & the Economic World (Kevin Kelly) – a Wired magazine editor’s part celebration, part warning about future technologies.

Movies and TV

Alien Series – I love the industrial look of spaceships in these films, where (if I’m to think about it perhaps overmuch) the ship reminds us of the horrors of a soulless industrial society that places profits above people just as we’re faced with an alien threat.

Blade Runner and Minority Report – As I said, I’m a big fan of PKD and while the films often miss some of his more poignant inquiries, they perhaps make up for that in inspirational visuals.

Inception – as we come closer and closer to virtual reality—and virtual reality difficult to distinguish from real reality being soon to follow—this film has plenty of ideas in it that makes sense in almost any sci-fi setting (especially when combined with the sort of nasty tortures and interrogations that virtual spaces are used for in Altered Carbon).

Firefly and Serenity – while I want to steer clear of the “Western in Space” idea (despite it working so well for these stories), there’re are many ways in which FTL travel would create some Old-West-like frontiers, and stories one might not think of—like Revenant (in SPAAAACCCEEE!) could also abound. In fact, why are there so few “classic” wilderness survival stories in sci-fi? Plenty of spacefaring hard-sci-fi survival stories, but not so many in the wilderness (unless I just don’t know them).

Battlestar Galactica – I have to say that, despite greatly enjoying this series, there’s a lot from it I wouldn’t use in my own sci-fi stories. Nevertheless, I’m sure there’s something to glean from the dross, I’m sure.

Tabletop Games

Infinity – if you haven’t seen the 28mm skirmish game (and upcoming RPG) Infinity, take a look. I typically have a hard time getting into anime, but despite the anime influence on this setting, it’s fascinating and I love the art style.

Shadowrun – this game was really my introduction to the cyberpunk genre and there’re some cool ideas here. As I mentioned above, though, I don’t intend this setting to be strictly cyberpunk, despite some of the influences mentioned.

Video Games

I take a lot of my writing inspiration from visual experiences, so the art style and consequential “feel” of film and games often helps my creative juices flow. When I think of doing a sci-fi setting, I think of Mass Effect (how could one not), Dead Space and Titanfall.

Futurist Reports

To a great extent, I think calling oneself a futurist or futurologist is a way to indulge in sci-fi imagination while still retaining some scientific credibility. Regardless, there are a number of futurologists whose reports provide ready fodder for thinking about human society and technology in the near future. I’ll be drawing on futurist reports, articles, speculative timelines, etc. for inspiration.

Art

As I said above, I’m very visual in my imagination, so I spend a lot of time creating collections of inspirational art and photos, most often pulling them from DeviantArt.com. For this setting, the two artists there that immediately come to mind are Shimmering-Sword and StTheo. Careful going down the DeviantArt rabbithole—you can lose hours wandering through the works of all of the talented artists there (or sorting through the crap that gets posted alongside them).

Other

TED Talks will also play some role I’m sure, as I tend to enjoy listening to them and they do relate to technology, after all. To some extent, I may find other podcasts or programs with something to contribute.

NEXT TIME: Some high-level choices about the particulars of the setting.

For the next post in this series, click here.