RPG Review: Apocalypse World, 2nd Edition (and Description of Play)

I’ve known about the “World” games for quite some time; I’ve had a digital copy of Dungeon World wasting away in a forgotten corner of my iPad for years. But it wasn’t until this past week that I really gave the system the attention it deserved.

I had picked up Dungeon World not to run it, but because I’d heard that it was a “must know” for aspiring game designers. I’m constantly toying with ideas for RPG systems, and while I’ve never completed a ruleset I’d be proud to publish, I’m getting a little closer each time I think. So, with the idea that I had some things to learn from the illustrious Vincent Baker, I decided to take another look.

I purchased and began to read the second edition of Apocalypse World, the game that started it all, so to speak. Having read (but never played) Vincent Baker’s Dogs in the Vineyard, I knew going in that there was a powerful mind engaged in building profound storytelling games behind the work.

In the past, I’d only really skimmed Dungeon World, and it seemed too fast and loose for my tastes. Then again, I grew up playing Shadowrun, d20 and World of Darkness games and reading and re-reading the Rolemaster books, so my definition of fast and loose was itself pretty fast and loose.

In reading Apocalypse World, I was surprised to find a system that was deceptively tight, with rules determined to incessantly advance the story at all costs. Even more than Fate, one of my favorite systems over the past few years, this game is designed from the ground up to play out fiction-first games that put the characters at the heart of the narrative and keep them there. The examples of action—which I found to be believable portrayals of the rules in effect—reminded me constantly of a well-written and run television show—say Deadwood or Game of Thrones. The cast of characters is connected to the setting in ways that inevitably draw them into conflict, which is, of course, the essence of plot.

I don’t mean to say that Apocalypse World is a perfect system; there’s not such a thing. But AW does fit a certain playstyle very well, a playstyle that resonates with me. I like reading roleplaying games—they’re often great sources for both mechanics to adapt to other systems and setting ideas to explore in games or writing. But there are few that, upon a first read, make me want to go out and play the game as soon as possible. AW is one of those systems.

As a word of minor warning: if you’re not familiar, AW has some narrative space dedicated to sex, particularly the way sex influences relationships between characters and drives plot. Each character class gets or gives certain bonuses for having sex with other characters (with an explicit focus on these relationships developing between player characters). I fully appreciate the power of sex in the human psyche (and therefore as a motivating or driving force within fiction) and don’t consider myself prudish by any means, but the prospect of weaving a subject so fraught with sticky wickets into a tabletop game with my friends is daunting and doesn’t appeal. In the one game I’ve run so far, I’ve tried to take a middle ground in establishing that there are some sexual/romantic relationships between PCs and NPCs to get some plot mileage out of these connections but leaving the prurient details (well, most of the details, really) to remain in the background.

I give the warning above because some players and readers might be turned off (no pun intended, I suppose) by this content in the game. If that’s the case, and who could blame someone if it is, my recommendation is to ignore all the “sex stuff” and run the game without incorporating the rules dedicated to that aspect of the game. As is typical of any narrative or roleplaying game that addresses mature subjects, it’s best for the group to decide where the boundaries of those subjects lie by adapting the boundary established by the most sensitive player to the subject. This is just good teamwork, and a good roleplaying experience requires teamwork.

Which leads me to one of my favorite aspects of this system—it is collaborative between the gamemaster (called the Master of Ceremonies or MC) and the players in a truly effective way. The MC asks questions to be answered by the players and incorporates those into the story. This takes some of the improvisational and preparatory burden off of the MC (though an MC not comfortable with generating story on the fly should approach this game with caution) and gives the players some real skin in the game, with characters who have established ties to the setting influenced if not created by their own ideas and storytelling interests.

You can find plenty of reviews that detail how the rules play, so I’m going to skip that and talk more about the “feel” of the game.

I very quickly suckered some friends into trying the system out, so we set up a time yesterday to meet, make characters and start playing. Here’s how it went:

The game strongly discourages significant work on the MC’s part to “plan” game sessions and sets things up so that the MC is also “playing to find out what happens.” The prep I did was as follows: First, I created a few basic setting details—the game takes place in the Greater Houston area and the Apocalypse that happened about fifty years ago: (1) had nothing to do with nuclear annihilation and (2) involved massive sea level rise, making parts of downtown Houston look akin to Venice and completely submerging Galveston and some parts east of the downtown area (I looked at several map projections for climate change and sea level rise to get a feel for this). That said, I didn’t fully define the reasons behind or events of the Apocalypse—I’ll play to find out the details as they get created, just like the players. Second, I created a list of apocalyptic-sounding names to use for characters (the rulebook advises that the MC should “name every NPC” and make them feel like real living people). I printed the rules references and the playbooks for characters. I created an “Apocalypse World” playlist in iTunes with some movie soundtracks, a mix of hard rock, blues, Tom Waits, Nine Inch Nails and other seemingly-appropriate artists. I watched about two-thirds of The Book of Eli and about a third of Doomsday to collect ideas for—as the game puts it—“barfing forth apocalyptica.”

My players arrived around 11:00 to make characters. I’d set them during the week to thinking about the different playbooks/classes and what they might want to play. The choose The Angel (a medic-type), The Chopper (a biker-gang leader, think Clay Morrow or Jax from Sons of Anarchy), The Hardholder (the leader of a community, this reminds me somewhat of characters in Jericho but even more of Al Swearingen in Deadwood), The Brainer (a psychic with mind-control and mind-reading powers) and The Maestro D’ (the owner of a bar or entertainment establishment, the closest thing I can think of offhand, unfortunately, is Peter Baelish and his brothel in Game of Thrones).

There are a few things for each character to define and describe in that character’s playbook—The Chopper makes some decisions about the edges and flaws his gang has, The Hardholder defines some of the advantages of and threats to the hardhold, etc. I followed up on this by asking pointed questions and letting the players answer however they wished. For instance, we determined that the Chopper had once had someone betray the gang, the one rule they cannot abide being broken. But instead of killing the underling to make an example of him, The Chopper beat him badly and banished him. Instant villain—the banished character, who we named Ajax, has recently returned with a small army at his heels to get revenge.

We established that the hardhold is a rusted-out tanker ship washed fairly far inland by a tsunami, with Lita’s (the Maestro D’s bar) in the lowest deck and the upper decks providing the habitations, workspaces and other necessaries of the hardhold. This followed with the creation of some nearby settlements with whom the Hold (as the hardhold was quickly named) had tenuous relationships—a pseudo-feudal community producing much of the areas fuel and ammunition and a matriarchal society of slavers. Further questions established some history and relationships between the characters.

And away we went. Since the players had determined that the Hold had a bustling market for trade, that gave me a starting place—an injured caravaner arrived to explain how she and her fellows had been ambushed and robbed on a western road toward the Hold, territory The Hardholder was responsible for protecting. While The Maestro D’ stayed back to manage the hold (well, mostly her bar), the other characters road out in force, taking The Chopper’s entire gang, half to the Hardholder’s guards and several armored vehicles. They too were ambushed, though they fared much better than the caravan—only one of The Chopper’s men was injured by sniper-fire before the crew was able to eliminate the hostiles—too well, as explosive rounds left little to investigate about the nature and origin of the attackers except for a cryptic tattoo found on a remaining arm.

I’d like to pause here for a moment to point something out. This fight ran fast and smooth, with the characters making tactical decisions based on what they’d tactically do rather than looking to their character sheets for permission. There was the aforementioned enemy sniper, RPGs (that’s the other kind—rocket-propelled grenades), dragging the wounded to cover, exchanging fire from a mounted gun, near misses against the characters and more, with the whole thing taking less than five minutes.

Combat in AW (or any “World” game, as far as I know) doesn’t use initiative, with the MC just bouncing back and forth between players as narratively appropriate. Since the players roll all the dice, the MC only has to initiate a “move” and have the players roll to respond when the NPCs are doing something more than reacting to PC actions.

As an aside, I noticed that this is how combat was run in the “not-Pathfinder” game depicted in the show Harmon Quest—in a half-hour episode, quick combat is essential! Like D&D, it takes players who are either willing to do something non-traditional or unfamiliar enough with the system not to notice to pull something like this off, but I think it’s much preferred to the “classic” tactical combat of D&D or games like Shadowrun.

I have to admit that, when running RPGs, I sometimes find ways to shy away from fights because of rules that make them play out laboriously, slowly and without much excitement. AW does RPG fights right—the rules push the narrative of the fight but remain effectively in the background while allowing for narrative details to immerse the players and add nuance to the fight that just aren’t well captured in simulationist mechanics.

The players had determined that the ship had a functioning radio suite, one that was used both for communication with other settlements and for entertaining radio broadcasts. When the players had eliminated one “lead” to advance the plot I simply offered another—they began to pick up a new broadcast on the ship radios, one that sounded very much like a religious cult.

Once they’d returned to the Hold, I pushed more MC moves to advance things—an assassination attempt on the Hardholder, sabotaging of the ship’s power generation, the leaders of the other holds disclaiming responsibility, hard deals to track down the new cult—only to find out that it was a splinter sect and not the cult proper responsible for the attacks, etc.

It’s a general RPG axiom to never “split the party.” AW often encourages just this, and the Maestro D’ was working contacts in the Hold while the Chopper and his men went patrolling for other ambushers and the Hardholder, the Angel and the Brainer went on a diplomatic mission to secure help from the matriarchal hardhold. Because the action of the game carries forward pretty naturally, presents new twists and ideas to the story and allows the MC to not get bogged down in the resolution of events, there was no perceived difficulty at jumping back and forth between various scenes and characters. Unlike many games I’ve run, where players zone out when not actively involved in a scene, the players listened intently to the other player’s actions and scenes, wanting like the rest of us to find out what happens next.

The system is not fast and loose; it supports rather than controls a quick-pace of narrative and action. Just as with writing traditional fiction, pacing is important in roleplaying games and the narrative demands should control pacing more than mechanics—particularly overly-complex ones.

In all, not counting a pizza break, we played for a total of five hours. I haven’t played a single roleplaying session that long since I was in college, and never with so little preparation beforehand.

I loved Apocalypse World—mainly for the usefulness of the rules and the collaborative approach to plot and setting. In all honesty, I could probably take or leave the apocalyptic setting itself. Fortunately, there are tons of “hacks” for AW (Dungeon World, tremulus, Urban Shadows, Uncharted Worlds, just to name a few) and hacking one’s on setting or version of AW seems pretty easy to do. I certainly haven’t tested the system to its limits and breaking points yet (all systems have them), but I feel like even a single session of the game has greatly improved both my GMing chops and my game design toolbox. I highly recommend it for casual gamers, dyed-in-the-wool narrativists (though I don’t buy too hard in GNS theory) and would-be game designers; there’s a lot to sort through here in a tight and somewhat condensed ruleset.

Protecting the Religious Right (to Discriminate)

Yesterday, the Texas Senate passed a bill that allows religious-based organizations involved in foster care to discriminate in the provision of services based on “sincerely-held religious beliefs.” It previously passed the House and there is no reason to suspect that Governor Abbott will not sign House Bill 3859 into law.

As an attorney, (but not a constitutional law attorney, mind you), I have a strong suspicion that this bill violates the Constitution’s protections of religion, right to privacy and, as only recently affirmed by SCOTUS, protection from discrimination based on sexual orientation. We shall see.

But this is not a post about the law. This is a post about my views on the matter as a Christian and a foster parent. I’m appalled, but unfortunately not surprised.

There has been a growing movement among conservative Christians–especially in Texas, I think, though my lens is distorted since that’s where I am–to protect the right to refuse people services based on religious belief. This is both theologically untenable and ridiculously counterproductive from the standpoint of evangelism and discipleship.

House Bill 3859 allows faith-based organizations to refuse to: (1) place children with certain families because of the family’s differing religious views; (2) place children with persons or families whose homosexuality–as the Methodist Church would put it–is incompatible with Christian teaching; and (3) provide certain services (abortions or vaccines, for instance) to children in their care. There is no question that this legislation is motivated by conservative Christian lobby groups.

I hear about this bill and what the Christian churches involved in lobbying for the bill say through the legislation is: “My right to force my values on other people is more important than helping children without homes. I want to help children without homes, but only if I can do it my way without any risk of repercussions.”

That is not a witness to the Christ who tells us, “whatever you do for the least of these, you do for me.” Nota bene that the statement does not read, “whatever you do for the least of these who believe in me just like you do….”

The Texas foster care system has been judged by a court to be illegally deficient in the protection and services provided to foster children. There is a shortage of foster parents and a surplus of children who need homes.  Is this really the time to move for the right to exclude foster parents who are otherwise qualified and vetted to take in and care for children from “the system?”

As you’ve likely guessed, I’m pretty passionate about my own interpretations of the Christian faith. But I’m also not so egotistical and prideful as to have surety of my religious understanding so as to completely discredit, disregard and disrespect those of other beliefs–Christian or otherwise. Nevertheless, there comes a point where I feel that the hypocrisy is so blatant that I cannot help but take offense and I am filled with a righteous-seeming anger that the actions of other people acting under the banner of Christianity are besmirching my faith and sabotaging my own ability to evangelize and disciple to the world. It’s an uphill battle when you have to start a conversation about your faith with, “No, that’s not really what Christianity is about. I promise.”

Just last night I was in a church meeting where the perennial question, “How do we get more millennials to come to church?” came up. The best answer: stop doing stuff like this! Stop putting self-affirmation in front of helping people and making the world a better place? Millennials smell hypocrisy like a bloodhound tracking a scent, not that they need to be able to when judgment is thrown before mercy in such blatant manner! People are leaving the church (or never giving it a thought in the first place) not because of outdated furniture, color schemes or worship styles but because some make of it an instrument of oppression and transgression rather than one of confession and profession.

As a foster parent, how dare the government spend time trying to exclude some of my willing helpmates rather than actually fixing a deplorably broken system for the benefit of the children? It makes my life tougher even as I’m trying to help. That’s not good for an already-overburdened system.

There. That’s enough said about being appalled. Why am I not surprised? Because this is just one more milestone on the current trajectory of many Christians. We see this in the demand for people to say “Merry Christmas” instead of “Happy Holidays” and talk about the “war on Christmas” or the “war on Christians.” A little secret: no one needs to make war on Christianity for the relevance and the effectiveness of the church to dwindle into nothing–we’re doing a great job of that ourselves.

More broadly, it’s an indication of current trends in American culture–let’s blame others so that we can discriminate against them rather than truly trying to solve the suffering of the world.

When our priorities are correct, the revelation of our faith in Jesus comes naturally and is inevitable. When we make our goal protectionism over all else, I’m afraid that Jesus turns away from us in shame. Can you blame him?

Modern Mythopoeia

Tolkien’s legendarium is arguably the sine que non of the practice of modern worldbuilding (founded, of course on the ancient mythopoeias of Greece, Rome and especially the Germanic peoples of Northern Europe). The mythological histories that lurk behind the stories of Patrick Rothfuss, Susanna Clarke and G.R.R. Martin likewise inspire a wonder that deepens the metaphoric and thematic meanings of their respective works, reinforcing the actual narratives through foreshadowing, repetition of events and themes and the creation of seemingly-living systems of belief and culture that bring characters to life.

Mythopoeia is powerful because its focus is unabashedly meaning without the need for historicity and “hard” logic—it is the intuitive quality of dreams brought to bear upon the waking world. It is important on one hand because it makes for better fantastic worlds and tales; on the other it bears a power of its own that cannot be found in any other mode of storytelling.

Here’s the rub—the natural drive to develop mythologies and legends for our created worlds is to emulate the feeling of known mythopoeia, to capture the nostalgia of indulging in such modes of thought without sufficient critique of the cultures and ideologies that informed old ways of thinking—whether from the early 20th Century A.D. or the late 20th Century B.C.

Some of my first steps into Avar Narn involved journeys into the mythological and legendary foundations of the setting. I looked to the great writers before me in too imitative and awestruck a manner.

There were two mistakes here. First—this is my opinion based upon my own experience, so take it for what it is—one should not start at the beginning when crafted a world meant for storytelling. Quite the contrary, one should begin in forming the milieu in which the stories will take place—the worlds “modern day,” if you will—because this will more heavily influence the types of stories you tell with that setting. Start with the immediate, and work backwards—what kind of things might have historically occurred to result in the current state of political affairs, what legends and mythologies would have shaped the “modern” ideologies, perspectives and values that exist in that world?

Second, if we adhere too closely to historical mythologies and their fantastic descendants, we are not carefully crafting the values our world has.

By way of example—a world with a mythology of creation that draws heavily upon the Adam and Eve story is more likely to result in a misogynistic worldview—blame Eve for Adam’s sin as historic theologians tended to do. If that influence is there, it either has to be somehow present in the current time of the setting (even if its influence has waned such that people do not openly espouse such a view—but still think it to themselves) or something has to have occurred to change the initial perspective created by that mythology. This could be as simple as a change of the interpretive hermeneutic applied to a mythology or story of spiritual import. But it could represent a major change in theology or the mythology itself—perhaps one explanatory story was replaced by another. This could be a result of historical events: new propagandistic motives of rulers; the influence of foreign ideas upon domestic, whether by trade or conquering; events (natural or otherwise) that undercut or destroyed the explanatory power of the earlier story.

In other words, if we uncritically draw upon Tolkien’s legendarium to shape our own, we’ll get a mythology informed (subtly or not) but the dominant ideas of the early 20th century (and, perhaps, ancient Germanic mythologies as interpreted through the lens of that same time). Draw heavily upon Greek mythology for your world and—without an outside influence—the inhabitants of that world will have Greek values.

I’m tempted to say that sometimes this doesn’t matter, but any work on worldbuilding or crafting narrative that doesn’t influence some other aspect of the process is time wasted and meaning lost.

For me, the productive turn (which has occurred only recently as I return to the Avarian mythologies and legends to revise them as the setting moves toward its final state) happened when I realized that I needed to think about the social values I want to have (and, as important, have conflict over) in the setting.

The most important (and thus controversial) social matters—race, sexuality, religion, politics, immigration, environmental issues, bioethics, etc.—are treated with outdated and untenable views by much mythopoeic work, old and more recent. If you want to deal with these issues in ways that modern readers could relate to, ways that stimulate thought about the subject (particularly as an examination of all sides of an issue rather than solely a diatribe or invective current in your work), your world’s mythopoeia itself needs to challenge or wrestle with these ideas. What does it mean in your world if your mythology has divine beings engaged in homosexual relationships? It is not enough simply to have such stories—if questions of human sexuality are something you want to explore in your world, the context of those stories also matters heavily.

Maybe my point is simple—like Penn & Teller’s statement that “words mean shit!”, stories mean shit! No part of the crafting process of a setting or story should go without scrutiny or intentional design.

From this, the real crux of my argument is simple: do not imitate sample mythologies uncritically! Strive to capture the power and the feel of the mythopoeic, borrow from the tropes of the mythopoeic when helpful, but craft something that is uniquely yours and that tells readers something about the setting and your story! Take hold of the explanatory purpose of the mythopoeic and use it to your own ends! Your fantasy world’s mythologies should inform both you and your readers about the kinds of values and ideas that are taken for granted, as well as those that rebel against traditional beliefs and those that have come into question. Your mythologies are not so much about the conflict within those stories as the conflicts they set up for your “main” narratives.

Rant over.

Avar Narn: An Introduction to Magic

In this post, I want to talk about the place of magic in fiction in general and in my own fantasy setting, Avar Narn, in particular.

First, the general. What does magic represent in fiction? Many things are possible: a convenient plot device or deus ex machina; the power of words (ref. Earthsea and Dresden Files for examples); a dualistic or non-material worldview; the power of the mind and/or will; and, quite simply, the fantastic.

When I studied medieval and renaissance literature at the University of Texas for my master’s degree, one of my areas of interest was in cultural ideas and constructs about magic and the occult. While the age of serious witch-hunting was later than the period on which I focused, there were nevertheless plenty of opportunities for the study of both folk beliefs and scholarly beliefs in the efficacy of magic. One of my favorite books on the subject is Keith Thomas’s Religion and the Decline of Magic. Thomas convincingly argues that people increasingly turned to folk magic as the Reformation deprived them of Catholic apotropaic rituals and  miraculous healings that had formed a key part of their worldview served fundamental psychological needs.

In my own studies, what occurred to me in the study of real-world attitudes toward magic in the medieval and early modern periods was that magic represented a threat to traditional forms of power. Qabbalistic and Hermetic systems of magic represented the belief that “knowledge is power” stripped down to its barest form, challenging ideas of power through land ownership, military might and birthright. This aspect of beliefs in supernatural powers fascinated me and has undoubtedly informed in part my own approach to magic in Avar Narn.

I do not intend to spend much time talking about how to build a magic “system” for fictional settings–there are plenty of well-written articles, blog posts and other resources on this subject. Instead, I want to examine why a setting might have magic at all.

As you know, good magic systems have a cost associated with them–think of the blood magic of A Song of Ice and Fire or the sanity-sapping occult knowledge of the Cthulhu mythos. Thus, integral to a magic system is dramatic conflict of a type recognizable to any reader–what price are we willing to pay to get what we want? There are few conflicts more visceral or primal than that. In fact, we might consider that conflict to be a core part of any conflict whatsoever.

If willingness to pay the cost of magic is an archetypal dramatic conflict, the ability to pay the cost is also a prime ground for the kinds of conflict that drives stories–think of the destruction of the One Ring or the quest for the Grail. When certain conditions or materials are required for the successful use of magic, this itself can be a primary plot around which to build a story. This, I think is more commonly used in role-playing games than novels, but has a place in both.

In addition to providing ready conflicts to write about, magic tells us something (often much) about the nature of the setting. Magic with a high cost usually results in dark fantasy (think the Warhammer Fantasy universe, for instance), while magic with a low cost might become what we’d call “epic” or “high fantasy” but (in my opinion) more often looks more like a superhero story. In at least most cases, a magic system alone is insufficient to readily categorize the genre of a story (to the extent that such categories are really helpful anyway), but it is nevertheless a great contributor to the atmosphere of a setting. Where magic is rare a reader will take note when it occurs; when plentiful it will have far-reaching effects on economics, politics and the like. If your magic system doesn’t influence the way your world works in some way, it will feel “stuck-on” or compartmentalized and that does not contribute to the willing suspension of disbelief.

What is more interesting to me about what magic tells us about a setting is that the definition of magic is, essentially, a cosmological task. The why, what, how, when and where of magic tells you something about how the very fabric–the “reality”–of a setting works. Magic as a latent force to be manipulated and studied scientifically is quite different from a mysterious magic that cannot be fully understood and is used only tenuously.

With these thoughts in mind, let me tell you about “magic” in Avar Narn.

First, I try to avoid using the word “magic” within the setting. For semiotic ease, I don’t mind talking about that aspect of the system as “magic,” but the characters in the world don’t think of it with that word–it’s got too much fantasy baggage. Instead, the force of magic in Avar Narn is usually referred to metaphorically as “the Power” and its use as “the Gift” or “the Art.” Likewise, Avar Narn stories do not talk about “spells,” they speak instead of “workings.”

Is this a cheap trick? Is an elf by any other name still really an elf? More important, do readers balk when your story has stereotypical elves but you call them something else? I don’t know the answer for sure, but I definitely see this risk here. So, does playing games with the nomenclature of magic hurt or help in the long-run? I’ve made my choice and I’ll live with the consequences.

With all of that in mind, here’s some description of magic in Avar Narn:

Meaning: All of the details of the arcane in Avar Narn flow from the meaning I’ve set for this aspect of the setting. Magic, in this world, is about the power of the will writ large–the ways in which we use our freedom of will for good or for evil (or, as is more often the case in Avar Narn, some gray area quite in-between). Not just the details about how the arcane works, but the very history of its use show how mortals typically twist the good gifts they’ve been give to selfish and self-destructive purposes.

Source: The Power, the source of arcane workings of any sort in Avar Narn, is the stuff of Creation itself, raw possibility that The One (or whichever divine power a person happens to believe in) has made available to some.

Availability: Not everyone has access to the Power, and even among those who do the ability to shape the Power into an actual working is limited for most. Why this is the case is a mystery to scholars–to a certain extent, differences in the effectiveness of practitioners can be explained by the thoroughness of their studies and discipline. Nevertheless, the question of why some have the Gift at all and others do not remains open. Some say that those who wield the Gift have returned to this world in a higher state of being after gaining some modicum of enlightenment in past lives, but the tendency of so many practitioners to fall to corruption through their use of the Power undercuts this idea. Regardless, I’m not willing to explicitly explain this–nor do I need to, as having multiple theories and no concrete answer feels more realistic.

Difficulty: Magic in Avar Narn is difficult to perform properly, even under the most favorable of conditions. Scholars of the arcane believe that this is because the natural state of Creation resists mortal attempts to reshape it through the Power of raw possibility–the more radically a desired effect differs from expectations of natural law and causation, the more difficult it is to achieve.

This means that magic is more often subtle than flashy, more often a component of a larger undertaking rather than a replacement for mundane action. Yes, truly fantastic effects are possible, but often they are simply achievable through other means. Magi with the right training and preparation may make for devastating battlefield artillery, but cannon are cheaper and easier to replace. It is the flexibility of arcane workings that makes magi a force to be reckoned with more than the Art’s raw force.

The Cost: Like any good magic system, the use of the Power is fraught with costs–some minor, some significant. At perhaps the most minor level, the use of the Power is fatiguing on mind and body–sometimes to the point of lasting physical injury. As important, controlling the Power to form a working is difficult at best, and uncontrolled raw possibility bleeding into the world is anything but safe. Not only do practitioners have to worry about losing control of their intended working, but even successful workings may have unintended side effects. Even without immediate side effects, small amounts of the Power bleed into the world from even the most tightly-controlled workings. This is called Flux. If Flux accumulates before it naturally dissipates, it can cause random and unlikely events to occur. From this comes the stories of a magus’s presence spoiling milk or turning candles blue; this reality has done much to generate fear and persecution of practitioners over time.

Additionally, there is what I’m currently calling “the Practitioner’s Dialectic.” The Dialectic is the observation that the emotional and mental state of a practitioner when performing a working will affect the nature of the working, and the types of workings wrought will subtly influence the mind and emotions of the practitioner. One who uses the Power for malicious ends may find himself corrupted into a “natural” state of maliciousness, even if the first steps down such a path were intended to ultimately be for good. In other words, practitioners who use the Power under the idea that the end justifies the means often find that the means become the end. Remember, the use of the Art is symbolic of the use of free will writ large, and the use of free will is recursive–every choice we make sets us on a new path and changes or affirms (if ever so slightly) who we are.

These costs are known in the Avar as the “Fourfold Curse” of the Art–the risk of physical injury, the difficulty of controlling workings and their side effects, Flux and the Practitioner’s Dialectic. In Avar Narn, magic is capable of truly wondrous and miraculous things (although its use is not so wanton or commonplace as, say, a Dungeons & Dragons setting), but the narrative conflict of magic is whether it is worth the cost.

The Practices: There are five Practices of magic in Avar Narn–at least according to the widely used Ealthen system of categorization. These are:

Sorceries: Sorceries are brute force workings, the quick summoning of the Power combined with a raw exertion of the will. They do not create long-lasting effects, are relatively weak compared to other Practices and are messy in application. On the other hand, they are the fastest possible applications of the Power and some individuals (known as “Sorcerers” and “Sorceresses”) are able to wield sorceries without formal training. Other Practitioners view Sorcerers as especially dangerous given their unpredictability and the heightened influence of the Practitioner’s Dialectic on sorceries.

Thaumaturgies: Thaumaturgies are what most people think of when they think of “spells.” A thaumaturgy is the careful formation of the Power into an intended effect. This requires time, focus and skill–thaumaturgies typically employ incantations, hand gestures and at least a whole minute to complete. Rather than simply directing the Power with the will as in a sorcery, a thaumaturgy involves creating mental structures and sequences of thoughts to deliberately and cautiously create a desired effect. These effects are typically relatively short-lived; while noticeably more powerful than sorceries, the wonders created by thaumaturgies often pale in comparison to the power of ritual workings.

Ritual: The most powerful and lasting “immediate” effects are achieved through rituals. Rituals make use of arcane diagrams and occult sympathies to create the structure for a working (rather than requiring the practitioner to form everything in her mind). It takes time to set up a ritual–a magic circle is necessary and the items and ingredients for such an undertaking are usually not readily available. Further, the Flux of a ritual working adheres to the place of the working rather than the worker–this has its own advantages and disadvantages.

Perhaps the most important aspect of ritual workings is that their effects may be created so as to be longer-lasting, persisting for days, weeks or months. Powering such persistence can be quite costly, however, and any effect meant to be permanent–such a Fleshcrafting–requires permanent sacrifice of some sort or another.

Alchemy: Alchemy is the use of occult sympathies, proto-science and the Art to store effects in consumable items. This allows the practitioner to pay the cost of a working in advance and to delay the use of the working until situationally appropriate. Alchemical effects are typically on par in power with sorceries or thaumaturgies but not rituals.

Artifice: Artifice is the set of closely-guarded secrets that involve using the Power as a source of energy for driving mechanical creations. The practice requires magical skill, engineering talent, competency in alchemy and many other esoteric knowledges to perform. Artifice plays an important historical, social and economic role in the Avar, as you’ll see in upcoming stories.

This really only scratches the surface of the details of arcane power in Avar Narn–I’ve found working on magic within the setting deeply fascinating and rewarding so it has developed what I hope is dramatic nuance and complexity that properly limits the effectiveness of magic while making it capable of wondrous things in ways that will be narratively exciting. More to come, on the subject, I’m sure.

Demonology

I’ve been doing some research into demonologies lately for some of my fiction writing, and, naturally, it’s got me thinking about demons and devils from a theological standpoint.

Most of Christian demonology (and the demonology of Judaism and Islam, for that matter) is based on folk belief run amok.

The Book of Job features “the Satan” (“Ha-Satan”), not so much a formal name as a title of office: “the adversary.” In Job, the Satan’s position is just that, the skeptic who doubts Job’s sincerity and requests God’s permission to test Job’s faith. Here, the Satan’s intent is not to corrupt Job but to uncover the truth of his piety. We should also read the Satan in this text as highly metaphorical; through the story the author is leading us through an investigation of the problems of evil and suffering. The ultimate answer given at the end of Job is that we humans cannot fully understand evil and suffering and must trust in God as the only satisfactory resolution. The Satan, then, represents a force or condition personified for mythopoeic effect more than a literal being.

The word “satan” appears in the Old Testament about 18 times outside of Job. The King James Version (already saturated with folk demonology–James VI & I himself wrote Daemonologie in 1597) sometimes translates the word as a proper noun when it more correctly should have been translated as “an adversary.”

There is one notable exception: Revelation 12:7-9, which reads: “Then war broke out in heaven. Michael and his angels fought back. But he was not strong enough, and they lost their place in heaven. The great dragon was hurled down–that ancient serpent called the devil, or Satan, who leads the world astray. He was hurled to the earth, and his angels with him.” We’ll return to this below.

The word translated by the King James as “Lucifer” appears in Isaiah 14 and should properly be translated as “morning star” rather than a proper name.

So where do our ideas about Satan and Lucifer, fallen angels and great demons come from? As I mentioned above, a borrowed and greatly embellished folk tradition that somehow became enmeshed within Christianity.

The early Mesopotamian cultures had extensive legends about demons, much of which we have come to know from apotropaic amulets and inscriptions. There are Alu and Agag, the edimmu and the Lilu, just to name a few. Mesopotamian ideas naturally influenced Jewish ideas (remember that Abram is called by God to leave the Mesopotamian cities in Genesis) and through Jewish thought came to Christian thought. The Exodus and the Babylonian Captivity provided additional opportunities for pagan demonologies to influence demonological thought among Rabbis and Jewish scholars.

The Dead Sea Scrolls provide some insight. We know that Qumran, the community of the (probably) Essenes where the Dead Sea Scrolls were found, was probably founded between the 130’s and 100’s B.C. and was destroyed by the Romans in 68 A.D. Among the Dead Sea Scrolls are 1 Enoch and the Book of Jubilees, both of which make reference to the episode in Genesis 6, where the “sons of God”–interpreted in these texts as angels–rebel by taking human wives, giving birth to the Nephilim. Because of this, we know that a well-developed and codified set of demonological ideas exists at about the time of Christ. To what extent these ideas were widely accepted is, I think, unknown.

The likeliest influence for a chief demon in the popular concept of Satan is Zoroastrianism. Zoroastrianism is a dualistic religion, in which the good God Ahura Mazda battles the evil god Angra Mainyu (or Ahriman) for control of the world. This idea of a powerful evil being in opposition to the supreme being (and in the early Old Testament the Hebrews appear to be henotheistic long before they are truly monotheistic) must have been an attractive one for the explanation of evil and suffering in the world.

This jibes well with the story of Satan’s rebellion against God, a war in heaven that ends with Satan and his followers being cast out or cast into Hell. In a truly monotheistic mindset, it doesn’t make sense to think that one–angel or not–could overthrow the sovereign creator of all things and take God’s place as lord of creation. If this popular “Satan’s rebellion” story is true, I question the danger of an adversary who can’t do a basic benefit to risk assessment; it’s the smart criminals you have to watch out for.

Now we return to the passage in Revelation. But we ought to be careful: while the core nugget of Satan rebelling against God and a war in heaven is there, the nature of the text and the narration make it unclear whether we’re looking backwards in time or forwards. Based on the surrounding context (that the seven seals have been broken and trumpets are blowing) this appears to be a depiction of a future time–not a spiritual history.

The Revelation of John was probably written somewhere in the 70’s to 90’s A.D.–not long after or perhaps even concurrently with the Book of Mark. Plenty of time for popular demonological beliefs to take hold–and well before the canonization of the New Testament texts. We know that 1 Enoch and the Book of Jubilees existed before the Book of Revelation was likely written, so we know that there were demonological ideas that to draw upon at the time, even if most of these ideas would not make it into canon.

There is much information to be had on ancient demonologies and their potential influences on one another. For my purpose here, I mean only to point out in broad strokes that most of our ideas about “the devil” and Satan are based on conjecture and elaboration–some of it fanciful–rather than Scripture.

Most of our understanding of the “war in heaven” narrative–in the popular mind–comes from Milton’s Paradise Lost. It is from that work, Dante Alighieri’s Divine Comedy and long-standing oral traditions that our concept of the devil comes about.

Why does this matter? Because the way we think about evil matters. Is there evil in the world? I don’t think there’s any question about that. Is there a personified, capital “E” Evil at work in the world? I don’t know–I don’t think that Scriptures are entirely clear on this matter and we can cause more suffering than we alleviate if we focus overmuch on a the “spiritual warfare” against a personified Other in our efforts to seek justice and peace in our world.

To be clear, the Scriptures do indicate a confidence in the existence of supernatural entities that can affect the world, some of them evil or unclean. The Witch of Endor (surprisingly not related to Star Wars) summons the spirit of the prophet Samuel at Saul’s command; Jesus is shown driving spirits out of the afflicted as well. I’m unwilling to deny this; nor can I categorically prove or disprove the existence of a Satan. But, we don’t know the extent to which Jesus’s exorcisms were really the contemporary cultural understanding of the miraculous healing of mental illness and to what extent actual predatory beings were involved. Maybe I’m hedging my bets, but I’m inclined to believe that it’s some of both. Still, we’re not Jesus and therefore not blessed with absolute knowledge of which is which, We ought to take a very careful approach, then.

What are the dangers of a focus on Satan as a strong influence on our lives? The most obvious, I think, coincides with the previous paragraph: the employment of exorcism as a tool when the situation really calls for mental health treatment. Much research shows how mental conditioning can create a situation where a person can be made to believe that they need an exorcism and to play the role of the afflicted even when they would not have said that they were possessed before entering the preparation for exorcism. The extreme measures used in some exorcisms have led to deaths–this isn’t really helpful to anyone. Again, I’m not saying that an exorcism can never be an appropriate course of action (I’m skeptical but I don’t have any way of knowing for sure) and I have no problem with ritual abjuration and exorcism, such as performed by the Eastern Orthodox Church prior to baptism. More often than not, however, I think exorcism is the creation of problems that do not exist, obstructing the addressing of those problems that do.

In the wider spiritual sense, however, it’s not exorcisms that most concern me. What concerns me is the functions a Satan figure fulfills in practice. On the one hand, Satan makes a convenient scapegoat for personal responsibility–the classic “the Devil made me do it.” There’s a definite psychological advantage to saying “I did that thing I feel guilty about because I was weak in the face of the Devil’s temptation” over saying “I made a bad choice that was my doing entirely.” While psychologically advantageous, this practice is not spiritually advantageous–to repent for sins we must accept responsibility for them.

The most dangerous, as I’ve seen firsthand: saying that someone is under the influence of Satan is the ultimate act of creating Otherness. Once done, the namer typically treats the name as a force of Evil against which the only righteous course of action is vehement opposition. The named can never have a good point, raise an issue that ought to be considered, or be approaching a conflict from a place of reason. The voice of the named may be entirely disregarded. I have seen this in intrachurch conflict; it is painful to watch, frustrating to deal with, and Sisyphean to resolve.

As a further example of this, take a look into the Satanic ritual abuse panic of the 1980’s and early 90’s. This is the closest we’ve come to a witch-hunt in modern times, I think, and most if not all of the accused were innocent. If there is a Satan, he was well served by those events.

Here’s the ultimate irony, I think: Jesus commands us to love even our enemies. If there is a Satan, as an archnemesis of humanity, ought we not to try to love even him? Yes, we must reject evil, but rejecting evil is a matter of standing against particular actions and outcomes, not against people themselves. What does opposition to a Satan in a way that shows mercy to the extent possible look like? Personified evil can only lose its power in the face of love.

A focus on Satan as a force of evil blinds us to looking at institutional evil, the ways in which our society–which includes us and our own complicity–perpetuates oppression, injustice and inequality. When we look to a personified evil acting in the world for us to oppose, we neglect the evil we do, especially when we can say “my evil is far less than that of the Devil.”

As an aside, I think it’s interesting (and perhaps important as well) to note that most self-avowed Satanists do not belief in a literal Satan. They instead believe in the Nietzschean pursuit of selfish power at the expense of all else (an idea that remains nevertheless anathema to the Christian), but they do not per se believe in a Devil or even necessarily in evil for evil’s sake (although the line quickly blurs when exercising power for power’s sake). If even those who explicitly make Satan the focus of their philosophical ideology (and there are, unfortunately, some Christians who do the same, albeit from a more oppositional  perpesctive) view Satan as a figurative symbol for selfish living and rebellion for its own sake, we ought to consider the figurative meaning of a Satan in our own theology at least as much as a literal meaning.

The thoughts of Satanists do not make the existence of Satan true or untrue. My own thoughts here bear the same powerlessness, and I’ll explicitly state once again that I believe in the possibility of the existence of evil supernatural entities–personified evil or not. There are far more things in heaven and earth, Horatio, than are dreamt of in your philosophy. At the same time, we are far better served striving against the evil within us and within our collective way of living before looking for some external evil to combat–even spiritual warfare has a tendency to bring out the darker side of human nature, I think.

A close inspection at the Biblical sources for Satan, especially when viewed alongside the historical development of popular ideas about a personified evil in the form of some archnemesis spirit, leaves some doubt about the literal existence of a demonic force. A belief in Satan as the ultimate adversary is not a key component of Christianity (although I think that it’s fair to say that belief in the existence of evil as a condition or description of conditions is). I fully understand that there are those convicted that they know that Satan does exist. I must respect their position as much as possible because I cannot confirm or deny the truth of their experience–not that there is no absolute truth about their position, just that I don’t have access to it. In light of such uncertainty, we are better served looking to humanity and the ways in which we sin and bring evil to fruition before we blame Satan or some other supernatural force for the decisions we make and the conditions we allow to persist.