Poetics of Parting

The short short story below was submitted for the latest Writer’s Digest Short Short Story competition. It didn’t win anything (boo!) but that means I’m free to post it here for you (yay!).

(You can read this short short story in PDF here: JM Flint – Avar Narn- Poetics of Parting)

Shaping a working is an act of poetry—if poetry were also to use strict self-discipline and mathematic precision. Maybe you’d argue that it does; I’d reply by saying that you have no experience with the arcane and therefore cannot make a reasonable comparison.
I shook uncontrollably. Only moments before, I’d killed a man for the first time, the thin blade of my dueling sword sliding sickeningly into him, his eyes wide in shock and sudden fear, the crimson blossom of his spent lifesblood quickly dying his white shirt.
Where I come from, we don’t duel to the death, or even to first blood; we duel to maneuver our opponent into a position from which he cannot easily escape, demonstrating both prowess and restraint, bravery coupled with a recklessness that risks injury to self for the chance to outwit another. Here in Ealthe, life is cheap and only blood will settle a dispute of ever-ephemeral honor.
In my haughtiness, I’d thought that my skill at arms would allow me to embarrass Ridley without harm to either of us. Once blows were struck, only then did I understand my old tutor’s meaning when he told me to beware those with great anger and little skill. Ridley’s broad, clumsy swings might have been easy to counter if he hadn’t so overexerted himself in his rage. I wanted to wait for him to tire before moving to the offensive, but the shear fury of his attacks would have overwhelmed me before he relented, and I could do nothing but strike to kill if I was to survive. A fool I am, sometimes.
Nevertheless, I couldn’t blame him. He’d caught me red-handed with his red-headed paramour, loud as we were in an otherwise quiet and forgotten corner of the college grounds. How he had come upon that spot in the first place, I didn’t know. Not that it mattered.
I hadn’t cared that Ridley and Synne had been known lovers for some time. I hadn’t cared that she intended to use me only as revenge against Ridley for some perceived sleight; the untowardness of it all made it somehow the sweeter. I hadn’t cared that the university might expel me for dueling, or that Ealthen law forbade such violence. We’d had swords close at hand, and the heady rush so common to both sex and fighting makes it easy for one to lead to the other.
I did care once I’d killed him, though. He had been my friend at the university, a gifted scholar and sure to become a talented magus one day. My own recklessness had destroyed all of that.
At the time, though, I’d had no time for mourning or I’d soon have been mourning my own passing. Some of Ridley’s friends had been with him, you see, and when hot words became cold steel they had quickly decided the hero and the villain. The villain’s victory had upset their sensibilities; before Ridley had even fallen to the ground and died they had readied their own weapons or sorceries against me.
Had Synne not intervened—why she did, I’ll never know—I might have been responsible for even more death. Not by my own hand, of course, but had one of our fellow scholars killed by sorcery, death would have been the only penalty permissible under the law.
She had intervened, though, thrown up a barrier against which their initial assaults crashed without effect, sparks springing to life at random and rain beginning to fall from a clear blue sky in a small radius around us, manifesting Flux bleeding away from the Power summoned by those present.
Though the strain of such a sorcery on Synne must have been immense, I did not linger to see to her. Like a rabbit who knows the dogs have smelled him, I bolted. Immediately, my new attackers gave chase.
I am not a runner. I do not find pleasure in it as some, nor am I very good at it. But I am agile enough, and I weaved carefully ably through the afternoon crowds on Asterfaen’s streets, jinking and suddenly changing direction to prevent my pursuers from overtaking me by sheer speed. I’d spent many a night looking for trouble in the city proper, so I knew the streets well. My companions, better students than I, had not and did not.
Even so, the tension of pursuit and the fear of what might happen if caught shrink perception and thought into a narrow tunnel, one through which I could not adequately view the mental cartography of the city I had crafted over time. Thus it was that I took a wrong turn, moving left at a crossroads when I should’ve gone right, and soon found myself facing an old stone wall at the end of Boggart Close. I had gained enough distance from my pursuers that they had stopped at my last turn to determine where I had passed; their arguing voices carried down the street like a herald of their impending arrival.
I looked back down the alley to determine if I might be able to fight my way out—this thought was quickly discarded when I realized that, somewhere along the way, I’d dropped my sword. Empty handed, I turned back to the wall. I’m even less a climber than a runner, and the passage of time had worn the wall’s stones too smooth to find any purchase.
Only one option remained to me, it seemed. I closed my eyes and began to draw upon the Power. As I said, my hands were shaking uncontrollably as the shock of the past moments caught up to me, so I performed the gestures and hand-symbols only with great difficulty. Words spilled softly from my mouth, in a halting mumble at first as I fought to center myself and assemble the thoughts and mental images I would need to form the Power into a working.
As I prepared, the Power enveloped me, a comforting embrace at first that quickly became an oppressive force, as if I’d swum too deep into the sea. I focused my consciousness and intent on the stony barrier, stringing sentences of commanding words together.
The words and the gestures bear no power to shape a working in and of themselves; they are only aids to the practitioner, attempts to focus his mind. A working is shaped through sequences of thoughts and imaginative images formed in the mind’s eye—this is why it is poetry and not natural philosophy. A wrong mental impression inserted into the process could unravel the whole working. What we call “the Power” is the raw stuff of Creation, unadulterated possibility itself, and such a thing is dangerous to unleash into the Avar uncontrolled. Even the small amounts that bleed from well controlled workings as Flux can be dangerous if allowed to accumulate.
After a moment, the gestures and words took effect, all else fading away to leave me with the working. I struggled to shape the Power into my desired form. I formed first an image of a grand stone, a rocky outcropping, the clouds flying past at high speed until time and wind and water reduced the stone to dirt. Next, I imagined the stones of the wall being laid upon one another, mortar slapped haphazardly between them; this image I then reversed, the wall being taken apart and the mortar scraped away as each stone leapt away from the others. The thought of a breaking chain followed, the snapping links shattering into tiny shards propelled away by an invisible force.
Even as I formed the images, I could feel the Power struggling against me, writhing against the bonds I had placed on it, seeking its own freedom. Given the nature of my working, this proved especially distracting; I could feel other thoughts and ideas lurking at the edge of my consciousness, threatening to intrude and destroy the meanings I had so carefully developed in my mind. No longer did I speak softly; my words now were yelled as the Power swirled into shape. I could hear the footfalls of my pursuers quickening behind me.
Just as the proximity of my assailants’ steps shattered my concentration, the working took effect, the stone wall softening into a thick mud. I forced my way through without hesitation, unable to see as the muck clung to my face and body. As soon as I reckoned that I had passed entirely beyond the wall, I let the working collapse, mud become stone once again. The mud that clung to me dropped away as pebbles, and I could hear the clank of a sword against stone as heavy rock enveloped a weapon that had been swung at me as I fled.
A doorway opened and closed, both literally and metaphorically. That seemed fitting, as I knew that my footsteps must now carry me away from Asterfaen and the university, never to return.

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.

Word Count Worries

I’ve posted in the past about short short stories (1500 words or less) and you have some examples on this site with regards to my more “standard”-length short stories. My current plan is to write more short stories set in Avar Narn and submit those for potential publication in spec-fic magazines before turning to attempt publishing a fantasy novel.

To that end, I’ve been working for the past short months on what began as a short story. This story–I’m calling it Shadowgraphy–is a noir story set in the city of Ilessa on the island of Altaena in Avar Narn. The story combines a fantasy setting with a noirish subject into something reminiscent of cyberpunk (a favorite genre of mine); it’s an orphan bastard from a genre perspective, but that’s something I love about it.

The problem is that noir stories are, by nature, complex. I must admit that I don’t read much in the way of conventional mysteries and I can’t recall reading a “proper” mystery short story ever. When you add in the characterization necessary to the noir aesthetic–not just characterization of the people within the story but the setting and sociopolitical milieu (arguably characters themselves in such a thematically-oppressive genre)–perhaps any aspiration at writing a noir short story is a pipe dream to all but the most genius and unburdened of writers. I am neither. I think of Churchill’s “I would have written you a shorter letter if I’d had more time.”

When I started Shadowgraphy, I did what I often do with shorter works–I mulled over a plot in my head for a while and then sat down to commit it to paper without rigid structure, figuring I’d go back and edit it into a more structured and satisfying story once I’ve gotten something on paper (or computer screen, as the case may be). After about 4,000 words of this, I realized two things:(1) a noir (or perhaps any good mystery) story requires very careful planning and plotting and (2) there would be no way I’d fit the tale into the more or less 7,500 words usually allowed for a short story.

At the time of this post, I’m at about 17,000 words. This after scrapping those first 4,000 and spending nearly a month on writing and rewriting an outline of the plot–much time of which was spent on addressing little details and questions that had to be answered to make everything “fit.” When I’m done, I expect it’ll be between 20,000 and 24,000 words.

From one perspective, I’m quite proud of that. It will be, I think, a well-plotted longer story that’s given me a chance to really work on some of the skills I’ll need for writing novels. From another, it’s going to leave me with a commercially-useless result. The novella is a length for self-indulgence or well-established authors with a dedicated fan-base, I’m afraid.

There’s something to be said for putting in such effort for the story’s own sake. It’s a labor of love unfettered by the demands of the marketplace. Money does ruin things–especially art–and there’s a freedom for the artist that often comes from a certain hopelessness at commercial success. It’s also proof that I’m writing because I love it, not because I think it will prove lucrative–this is a good lesson in humility, and one I personally can stand to be reminded of.

Nevertheless, it’s only natural for the writer to want others to enjoy his work enough that they seek it out. You can’t generate that kind of audience without getting something “out there.”

So, here I am, scratching my head about what to do. There’s no question but that I’ll finish the story–it’s come far too far not to. But then what? Do I self-publish it on Amazon for nintey-nine cents and see if anyone reads it? Do I post it on the blog and ride the waves of insecurity and emotion upon seeing the analytics of how many actually read it? Do I put it in an (electronic and metaphoric) drawer to be saved for some later time?

I don’t know. When I post on the blog about writing, I usually want to share some humble advice born of my own experience. Today, though, all I have is a venting of frustration.

Thoughts? Similar experiences? Advice from a dear reader?

A Poem on the Radio

I don’t always write poetry, but when I do…I have no idea if it’s any good. Stay metaphorical, my friends.

A Poem on the Radio

On the radio the poem of an author I cannot remember is spoken,

But biographical minutiae quickly follow and allegory is broken.

They shatter meaning, pluck the poem from my hands and ground it in the drudgery of historicity,

where once I found the universal, the magical, synchronicity.

For a fleeting moment, a beautiful instant, the poem was mine; me in it and it in me,

but explanation infringes and fills the void so that nothing else can be.

Suddenly, insight is complete, imagination pushed aside,

Private property cut out from the communal, the gift denied.

There is a reason the poet—like God—hides.

Thinking about Homosexuality in an Unchanging Gospel – An Epistemological Argument

Last night, I attended a potluck dinner and worship service hosted by the Reconciling United Methodists of the Texas Annual Conference (RUMTX) and attended by our new Bishop, Reverend Scott  Jones. The event represents the optimistic opening of a dialogue between proponents of full inclusion and our bishop, who—I’m given to believe—takes a decidedly conservative stance in regards to the United Methodist doctrine regarding sexual orientation. This includes continuing to bring disciplinary action against those pastors who violate the current Book of Discipline by performing gay marriages.

My experience last night has led me to share the following thoughts regarding full inclusion in the United Methodist Church, or within Christianity at large.

In his remarks during the worship service, Bishop Jones stated (I’m paraphrasing) “that the Gospel doesn’t change, but times do.” You could just as easily change out the word “Gospel” for “Jesus,” “the Scriptures,” “God,” or many other words to the same or similar effect, and it’s quite possible a different word was used by the Bishop and I’m misremembering. Regardless, though, the use of any of these words seems to intimate the same idea—a common one proffered by conservatives on the issue of homosexuality’s “compatibility” with Christianity.

The problem is that the statement of the unchanging nature of the divine doesn’t actually tell us anything. If the point is that the meaning and truth of Christianity and all that that entails does not change, that tells us nothing. It does not prove that traditional interpretations of the Gospel and the person of Jesus Christ are the correct ones, does not in and of itself explain the often-ambiguous meanings of the Scriptural texts, and does not even assert that we have the ability to properly interpret holy words.

As I’ve mentioned, my master’s degree is in English, focusing on medieval and Renaissance literature. My undergraduate degree is in History, again focusing on those periods. In my graduate work, I received training in the literary school of thought called “New Historicism.” The New Historicist’s approach uses a few key philosophical assumptions that are apropos to this conversation. First, New Historicism asserts that we cannot separate ourselves fully from the culture and ideologies of our own time when we interpret a literary or historical text (the Bible is of course both) and that—while we should absolutely be looking at the historical context in which something is written—we cannot fully access the context of the author or the work. This is partially because of our temporal and experiential remove from the author and partially because it is at best difficult for us to definitively discover how and where the author and work fit into the historical context with particularity. The author and her work may be fully or partially “bought-in” to the ideological context of her time, but we cannot determine this with great certitude—particularly since every text may rely on unspoken assumptions not explicit in its words.

What does this mean for us and Scripture? If you follow these assumptions, we can’t fully understand the historical context in which the Scripture is written. For all of our knowledge of Israelite and Greco-Roman culture and language, we have lost the paradigm of the people who lived through the Gospel times through the slow crush of time. We must therefore make guesses about certain meanings of the text, however educated those guesses may be.

At the same time, we cannot divorce ourselves from our own cultural and experiential biases and expectations—we cannot elucidate objectively. This makes a diversity of opinions not just desirable but necessary in our interpretative attempts.

All of this goes to say that we cannot with great confidence state definitively the Gospel message when it comes to highly complex issues such as homosexuality—we get in our own way. We have to do the best we can in interpretation, and I believe that we probably can come close to the truth of things (though logic may only get us so far). At the same time, however, we ought to be very careful about having extreme confidence in the theological positions we take when were are outside of the core doctrinal Christian beliefs (those about which we can be most secure, I think, are those found within the various creeds).

What we’re left with here is a statement without any logical assertion. Instead, it seems to me, the only value is a rhetorical one. This rhetoric taps into the idea that Christianity is under attack by mainstream secular culture—that broader cultural acceptance of homosexuality is undermining “pure” Christian doctrine. It is the same idea that causes some of us to insist that there’s a “war on Christmas,” that a secular world is actively seeking to marginalize (an uncritical and unquestioning view of) Christian truth.

Let’s for the sake of argument accept the possibility of humankind attaining knowledge of absolute divine truth. Even with this acceptance, we must admit the extreme difficulty of doing so. With that admission, we must at least entertain the possibility that Christian interpretation of the Gospel message is a process that moves closer (and occasionally farther) from the truth we seek as we discover new methods of inquiry and experience new cultural paradigms.

This development over time is something we see play out in the story of the Old Testament (and the New, but I’ll focus on the Old for these purposes). Abram is called out by what he believes is one god among many for a special covenant. The early relationship between God and the Israelites is not one of monotheism—it is one of monolatry (devotion to one god without denial of the existence of other gods). How many times do we hear the Hebrews say “Who [i.e. which other god] is like our God?”

The Ten Commandments are monolatrous and not monotheistic—“You shall have no other gods before me.” Compare with the monotheistic Shahada of Islam—“There is no god but God. Muhammad is His Prophet.” The Hebrews undergo a process of better understanding God, starting with the identification of God from the collection of supposed divine beings to a realization of God as the supreme and only divine being.

If ancient Hebrew theology progresses from a more limited to a more accurate understanding of the nature and person of God, why should we suppose that Christian theology was perfect thousands of years ago and that we could not come to a better understanding of the Living God through time and debate?

In the New Testament, we see the apostles understanding of Jesus’ message improve over time—with Jesus often lamenting the things they fail to understand. Are we any different?

If we return to the question of homosexuality in Christianity, here’s where the above points take us:

(1) Traditional interpretations (i.e. those that consider homosexuality to be sinful or “incompatible” with Christianity) should not be categorically prioritized but should—as the Wesleyan Quadrilateral would have us do—be reviewed by considering tradition alongside the Scriptures themselves, logic and reason and human experience (both personal and cultural).

(2) If honest epistemology precludes us from being absolutely sure about our theological position on homosexuality, we must make our best guess.

That best guess requires the weighing of competing theological precepts. These competing precepts are definitions of what it means to “love thy neighbor.” From the conservative position, the argument goes: “It is not loving to allow your neighbor to continue in sin.” The progressive response (to which, admitting my own bias, I subscribe): “Mercy triumphs over judgment.” For me, loving my neighbor does not mean judging them for what I might believe to be sin—I’m no better myself, and sin is, in my mind, far too complex in non-egregious contexts to be categorically defined.

In my own personal understanding of Jesus, I cannot conceive that a loving relationship between two people is right or wrong based on sex or gender. I think to categorize things along such uncompromising lines is too akin to pharisaical legalism for my comfort.

I have said in other posts that I believe that the question of homosexuality in Christianity is really a cover for an underlying argument about epistemology and the methodology, nature and bounds of interpretation of Scripture. I hope that this post adds some clarity to that assertion that I have made, regardless of where you stand on the issue or how you approach Christian epistemology and interpretation.

Like it or not, the real argument over homosexuality in Christianity is over. Today’s youth (at least for the most part) cannot fathom condemnation based on gender and sexuality issues. You might call that cultural indoctrination if you like, but I’d say it’s an example of C.S. Lewis’s natural law. Regardless, the fact of the matter is that, if youth see Christianity as homophobic, they will never open up to the opportunity to actually know Jesus. To me, that’s what’s at stake by continuing to make an issue out of homosexuality in Christianity—the longer that we even prevaricate on anything less than full exclusion, the more we push people away from Jesus.

During his speech last night, Bishop Jones said that “the main thing is to keep the main thing the main thing.” Meaning, of course, Jesus. If my epistemology means that I have to take a guess about which theological position is best, you can bet that I’m going to choose the position that may bring more people to Christ every single time. Is that a compromise? Maybe, but it’s one I’m more than willing to accept.

 

Freedom

(This post was not intended as an ode to the recently-lost-from-us George Michael, but if your mind wanders in that direction given the title, meh.)

On the first of this year–what I had expected to be a sleepy Sunday poorly attended by our congregation (I myself had difficulty in summoning the will to attend, so I cast no aspersions)—our church held a Weslayan Covenant service. Many came to re-commit themselves to following after Christ in discipleship and humility—a pretty good way to start the year, I think.

The covenant service is a Methodist tradition in which members of congregation solemnly affirm (or reaffirm) their commitment to walk with Christ…and beg forgiveness for their past failures to do live up to the covenant. The service carries with it—as one might expect—a strong undercurrent of humility, obedience and service to the Lord no matter the cost. On first hearing the liturgy, one as selfish and concerned with his own will as myself might be tempted to focus on the humbling of oneself and the turning over to God of control. Difficult as it may be for one like me, such an offering is good and righteous, for the Lord’s yoke is light.

Instead of that focus, though, my thoughts ran in a very direction. I thought about what freedom of will really means. We think about freedom of will as the ability to choose—and it is that, but we must have a more specific definition, I think. To be free is to choose because the thing chosen is what the chooser really wants (or perhaps wants to want). The alternative is to be driven to a choice because of what other people will think, or the consequences to self that might follow; that is a choice that is not free.

In a previous post I talked about moving toward a more positive morality, arguing that it would be more in line with Christ’s teachings. To put that in the perspective of free will in this discussion, consider the difference between the law-abiding citizen who chooses to be lawful out of fear of punishment and the citizen who follows the law because he believes that the law correctly describes actions that should morally be required or forbidden. The end result may look similar, but only one of these individuals has freely entered into his determination to abide by the law.

Rather than a sacrifice of the will, I realized that entering into a covenant to be a servant to God regardless of one’s own desires is not simply a single act of will, but a continuous commitment to exercise one’s will in a non-intuitive and unselfish way. The strongest will is tempered with discipline—that will acts only of its own accord and not because of factors external to it.

When we talk about freedom in Christ, this, I think, is one of the things we mean but often lose in the mental construct of our servanthood. Rather than being led around by our sin like some harnessed animal, we choose our own path. We become unfettered so that we may make of ourselves what we wish to be. If we follow Christ’s call to us, we shall one day become that perfect version of ourselves God created us to be. The slave to sin is unfree, but the willing servant of Christ is. Paradoxical perhaps, but as Chesterton likes to tell us, there are many things in Christianity that are.

Freedom and subordination to the will of God is one of those things that Chesterton would put in the category of those “furious opposites” when he states that, “Christianity got over the difficulty of combining furious opposites, by keeping them both, and keeping them furious.” As we like to say in Methodist theology: it’s not an “either/or”, it’s a “both/and.”

But using the freedom of will—especially as it is given to us in Christ—is no easy task, and I do not mean to imply any antinomian doctrine. Christ’s blood has redeemed and continuously redeems us, but it does not relieve us from responsibility. One of my best friends once told me that “we are as free as we are willing to accept the consequences of our actions.” That wisdom has stuck with me for years because in that wisdom is the freedom that Christ offers. When we are willing to suffer for what is right—to bear the consequences of being righteous, how could we not be free? What could stop us, for the Lord is truly with us when we choose what is right without counting the cost.

We often misuse our will. More often this is because we allow ourselves to be controlled by circumstances that impose themselves upon our will—emotions run amok, our view of societal expectations, our fears. That is not to say that such things are necessarily bad and to be avoided. Our emotions are good things when we feel them but do not allow them to control us; they give us clues as to what we think, what our motivations are and who we are and want to become.

Likewise, some societal norms are beneficial—they are shortcuts to morality. I used to look distastefully at rules of etiquette, seeing them only as a methodology by which a group may insulate itself from outsiders. K has showed me, however, that certain rules of etiquette—usually what we call rules of hospitality—are actually designed to help outsiders feel comfortable and to ease the tensions of dealing with the unfamiliar. This form of kindness becomes reflexive, and that is why we appreciate other people who are well-mannered. Are their times when the situation calls for bending or breaking even beneficial norms? Yes, but then I’m rarely one to claim to have any sort of knowledge that gives me confidence enough to make a statement of the absolute.

Fear, also, is an ever-present reality, though many of our fears spring from our own creation and/or are not based in reality. Nevertheless, they become part of our psychology and they drive us—sometimes consciously, sometimes not. The daily fears of the average American may be smaller in magnitude than those living in less fortunate places—“will I keep my job?” versus “will I get to eat today?”—but they are also insidious and subtle.

These are only a few of the things we let lead us around and control our will (I feel I need not expand on the role of sin and selfishness on this front). I use them simply as examples of ways we are unfree even in the belief that we are free.

All of this is to say that we Christians ought to seriously think about the meaning of freedom in our theology. To some, submission to Christ appears to be an onerous and limiting undertaking, though this could not be farther from the truth.

We need to stop using shorthand without explanation. I commonly hear phrases like “submission to Christ,” “freedom in Christ,” or “servant-hearted.” These make great catchphrases, but from a semiotic view, I’m not sure what exactly they’re supposed to signify without interposing my own definitions. This, I think, is representative of the fact that we lack a developed theology of freedom and the will outside of its role in salvation. The result is that popular imagination imposes a quite dour and depressing view of human agency in Christianity, a view that I’d describe as “we were given free will to give it up to God.”

As I hope I’ve made somewhat clear above, I don’t think that that’s accurate. I think we need a theology of the will that uplifts and celebrates the existence of human individuality and willfulness while both cautioning against wanton and destructive uses of the will and demonstrating that following Christ is simultaneously an act of willful submission and an experience of greater freedom of the will. Let us be furious in our maintenance of both sides of this paradoxical relationship.

 

An Exercise in Confidence

I apologize for my silence over the past two weeks; that strange combination of business and laziness that tends to hit at the end of the year overtook me for some time. But now I’m back, looking forward to the blog in the new year.

I’d prefer not to name names, but a few days ago a friend asked me to read a short selection from a book by a fantasy writer whose name I have heard but whose books I’ve never read. If you’re confused, it’s the author and not the friend who I’d like to avoid naming.

After reading the selection, I advised my friend never to read something by that author again—to his chagrin. When I told him that the author’s style left much to be desired and that life’s too short to waste time on bad books, the look he gave me said, “Yeah, but he’s been published. Many times. How ‘bout you?”

He’s got me there, but that only matters if you think that only good authors get published. Before they disappear entirely, go walk through the fantasy fiction aisle at your local Barnes & Noble—or, better yet, your local library. Pick a few things at random and read paragraphs from them. You might be surprised at how many make you (honestly) say, “I could do better than that.”

To be fair, no writer is “on” all the time, and even great writers can write bad books (they just do so less frequently than the rest of us). Nevertheless, I think that one can often discern between “could be good but isn’t here” and “please stop writing things.”

Regardless of caveats and fairness (because, hey, the whole writing industry isn’t fair in who gets picked up and published and who does not), the encounter above with my friend gave me an idea. In trying to convince my friend of the author’s poor style, I picked one of his sentences, read it, and then gave my “improved” version (which could have been further improved, but I stand by my assertion that it was better than the published sentence).

That’s where my idea comes in. When I was in law school, K wanted to watch some legal sitcoms. I had trouble with how inaccurate they were until I decided to make a game and study tool out of them. I would watch alongside her and point out the inaccuracies, explaining how things should have been done accurately. While this might have put a strain on our relationship (at least with regards to watching TV), it did prove helpful in honing my legal skills.

All writers need to practice editing, and why not boost your confidence while you’re at it? Here’s the exercise: take a book you think is written poorly, select a passage from it, and rewrite the passage. For bonus points, put the original and your version side by side and see which one your friends think is better. If you’re successful there, try moving to better authors and continuing to use your friends as guinea pigs.

If you become confident with that, try moving beyond the technicalities of syntax and structure to playing with the art of style. Take a passage from a good book and rewrite it as if it were in a different genre or a different point of view.

I do firmly believe that life is too short to waste our time reading bad books. But if we can learn something from a bad book? Well, that’s something entirely different.

RPGs for Writers, Part I

This topic comes to mind because I’m currently spending a good deal of time writing short stories for the world of Avar Narn and have also just started GMing a roleplaying game in the same setting.

I’ve always had a love for both roleplaying games and for writing, and I’m convicted that my experience in one medium has influenced (if not shaped) the other. If, like me, you’d like to be a professional writer–particularly, but not exclusively, in the fantasy or sci-fi genres, I highly recommend that running roleplaying games becomes part of your curriculum of self-education. The reasons are myriad, videlicet:

Roleplaying Games Have Heavily Influenced the Modern Fantasy Genre

When watching Peter Jackson’s The Lord of the Rings and The Hobbit movies, I amusedly observed a certain dialectic that had formed between Tolkien’s works and Dungeons and Dragons (and also the Warhammer Fantasy setting). D&D most certainly drew heavy inspiration from Tolkien (though a look at Gygax’s Appendix N shows that that’s far from the only source). The idea of pointy-eared elves, stubborn dwarves (or dwarfs, if you prefer) and long overland quests all originated in Middle-Earth but found a new home in D&D and its derivatives. Likewise, Games Workshop’s much-beloved Old World setting of Warhammer Fantasy began as an close spin-off of Tolkien, and closely associated with Dungeons and Dragons as well (Citadel miniatures where sculpted and cast for D&D use before they ever had their own setting and style).

In the past few decades, D&D (and again, Warhammer) has become as much a part of mainstream culture as Tolkien has (look to Stranger Things or the fact that D&D got its own movies–however awful they might have been). The tropes of D&D now often stand alone, indebted to but moved beyond the original source material J.R.R. provided.

And so, in a strange reversal, I find several points in Jackson’s films that seem to be inspired far more by the over-the-top “epic” fantasy of Dungeons and Dragons than by the rather low-magic setting of The Lord of the Rings books. A few examples: stone giants attacking one another as the Dwarves and Bilbo  traverse the mountains, Legolas skating down the trunk of an oliphaunt, the boar-riding in the Battle of Five Armies and some of the action-oriented scenes involving Tauriel (who is far more a product of modern gaming than of Tolkien).

What this tells me is that fantasy roleplaying and wargaming have become so ingrained in (at least gamer-) culture that we know look back to the original inspirations (Tolkien, Vance, Lord Dunsany, George McDonald) through the lens of the tropes and ideas of these more-modern creations.

It’s not just the fantasy genre where roleplaying games have had a hand in shaping pop culture. The horror game Vampire: The Masquerade had its own TV series in the 90’s (called Kindred: The Embraced and produced through Aaron Spelling’s production company–find a copy if you can!) and certainly has had a hand in the 21st century vomitorium of vampire novels, TV shows and movies (True Blood, Twilight, etc.).

My point is this: to borrow a quotation from The Music Man, “You have to know the territory!” I’d wager that there are more people who have played D&D than who have read The Name of the Wind or Mistborn: The Final Empire, though both are of a vastly-higher literary quality than any RPG I’ve run or played. There is a certain fantasy mindset that D&D and other games engenders that leaves people with certain expectations (R.A. Salvatore’s sold a lot of books, after all). I’m not encouraging you to emulate the tropes of D&D in your own fantasy works (for the love of God, please don’t!), but you need to know what readers’ expectations and assumptions might be so that you can prey on them (in a completely benign literary sense, of course).

Practice Makes Perfect

In my experience, there are few harsher critics than nerds, and that’s a good thing. Every one of us has our own ideas about what tropes, genres and ideas are cool (or kewl) and which are lame. I love it when nerds find ways to call one another out: “You like Star Trek? How lame! There’s only Firefly.”

Practicing storytelling in front of a tough audience will help you to hone your skills, and RPGs provide a prime opportunity for this. Serious roleplayers (and a discussion of serious versus casual roleplayers merits its own post–but let’s say for now that both are categories are full of respected and valued people) will call you out (or complain behind your back, which is always easy to check on) if your characters are flat or your plot is full of holes. Even those players who prefer to avoid confrontation (in real life–they often play some of the bloody-mindedest characters!) will be happy to help you improve your skills if you ask.

And, as we’ll further discuss below, running a roleplaying game is a very different animal from writing a story on a page. Notice that I called it “storytelling” above–GMing a game is storytelling without the same rigor of grammar, syntax and style of the written text (although it is full of its own set of nuance and stylistic conventions).

I’m a firm believer that style and substance are inseparable in writing (particularly in fiction, when words must evoke a feeling or atmosphere as much as describe events, people and places), but that doesn’t mean that improving the substance by itself–which is possible in some ways at least in the RPG medium–won’t make your writing better as a whole.

Working on the Building Blocks

Outlining a plot for written fiction is a tough task. Making sure you don’t leave any gaps or loose ends, that the narrative flows up and down in drama and tension and that both the logic of events and the characters move in believable ways prove daunting, to say the least.

What can help with that? Having developed characters whose own motivations and personalities suggest the plot and push the story to its conclusion through seemingly-inevitable (but often surprising) actions. Well developed settings that intrude upon the narrative, providing both obstacles and the means to overcome them. Situations that arise organically from the nuance of the setting, creating plot hooks. And, of course, sometimes it comes to a whole lot of creative pondering, brainstorming and working back and forth through the plot as currently written.

Skillfully creating characters, setting and ideas for the beginnings of a story before attempting to sketch out a plot is more efficient (and artistically successful) than starting with a plot and pigeonholing characters and events into it.

As a (good) GM, what are you responsible for: creating memorable characters in an evocative setting and letting the plot develop organically (and often chaotically) out of the intervening actions of the player characters. In other words, creating all of the building blocks for a strong plot and then letting it go, responsively building events and scenes from the characters’ preceding actions.

This is difficult to do at all, much less to do well. But so is writing, and you didn’t decide you wanted to take up writing because you thought it would be easy and relaxing. You decided to take it up because it’s demanding and rewarding and, dammit, you’ll explode if you don’t get some of your ideas out of you and onto paper.

Creative Juices

Because the plot of an RPG develops through the back-and-forth between players and GM, you can only go in with strong building blocks (characters and setting) and a vague idea of plot direction, because no plan will survive contact with the enemy–er, players. The spontaneity demanded of a good GM means that you will have to develop your ability to improvise, synthesize and dramatize quickly and meaningfully. If you become able to do those things well on the fly, just think about your abilities when you’ve got time to sit down and slowly develop and rework a story.

Alongside this, the worldbuilding aspect of roleplaying is, potentially, far more extensive than it is for typical fiction. Tolkien’s example aside, the fiction writer really only has to do enough worldbuilding as will appear “on-screen.” You only need as much culture as will influence the plot and characters, as much geography as suits the story, as much depth as bolsters the fourth wall.

This is not true of a roleplaying game. If your characters wander to the edge of the map (or, more likely, the edge of the scene) and find blank space, they’ve lost all sense of immersion, and the most important aspect of a profound roleplaying experience has been lost–probably never to be recovered. Because of player agency, you need to know what is (or at least, what could and what could not be) on the other side of that hill, what the heretofore unnamed NPC’s life is like if the characters somehow decide he’s more important than you originally intended, what the foreign cultures that the players’ characters may hail from are like. Your worldbuilding has to be far more complete, because the players are not sitting captive in a movie theater exposed only to what appears on the screen–they are holding the camera and may turn it unexpectedly at a whim.

Is deeper worldbuilding always better? No, not necessarily. If you’re writing a standalone story based more on an idea than a setting, it’s probably a waste of time to go into the kind of detail a roleplaying setting demands. But, on the other hand, if the setting itself is part of the fiction you want to weave, why not become adept at doing the thing right?

Go to Amazon and search for books on worldbuilding. If you search well, you’ll find far more books written for roleplaying games with deep discussions of worldbuilding than those for writers. More to the point, you’ll often find the works with “games” in mind deeper and more developed than those with “literature” in mind. This is admittedly changing as Tolkien-esque worldbuilding (along with fantasy map-making and conlanging) becomes more mainstream, though I’d argue that this is another facet of my first point, that roleplaying games have pushed certain aspects of fantasy to the forefront.

A Feel for Narrative

There are plenty of books on “proper” narrative structure. You can find formulae for stories in any kind of genre you can imagine. Plenty of theorists or writers will tell you that there’s only a limited number of dramatic situations (sometimes so few you can count them on fingers and toes) that get recycled from story to story.

Theory is well and good, and I don’t intend to argue with any particular formula or convention here. However, there’s more to plot than the mechanics of dramatic beats and intervening beats, of a rising action and a denouement. The best narrative is like a rollercoaster–it goes up and down, sometimes twists suddenly to the side, gathers momentum or slows, and sometimes, just sometimes, curls back on itself or hangs upside down.

There are even successful stories that in many ways should be described as lacking a plot–Ulysses or Mrs. Dalloway, for instance.

Of course, roleplaying games without plots really don’t work except for players fastidiously (perhaps narcissistically) concerned with their own characters. The point is really that plot must be felt as much as coldly planned.

Running a roleplaying game (well) requires the development of a keen sense of narrative structure, when to rise, when to fall, when to zig and zag. This relies on a sense of mood and audience as much as “rules” of plot.

Sometimes Rules Help to Control the Fun

By this, I do not mean that a novelist should create roleplaying statistics for all his characters and then have them roll against each other to determine how the plot moves. But, especially in the fantasy and sci-fi genres, a lack of consistency can destroy the suspension of disbelief.

Rules in (good) roleplaying games are designed specifically for consistency–to constrain the possible results and ensure that two similar situations have similar odds of resolving in various possible ways. For a game, this is in part a matter of “fairness,” though the best roleplaying games (I find, and so does John Wick–the game designer and roleplayer, not the Keanu Reeves hitman) are patently unfair in ways that mimic real life (and may or may not be codified within the rules). Regardless of origin, though, the consistency of the rules contributes to the consistency of the world, which contributes to willing suspension of disbelief. Nobody likes a hypocrit; even fewer people like a hypocritical fiction.

The “mundane” rules necessary to roleplaying games are unnecessary in fiction writing–logic can help a writer determine when a character dies of thirst without the need to roll dice or consult charts. On the other hand, certain aspects of speculative fiction–particularly systems of magic and superscience–can benefit from a codified rulesystem that ensures consistency. This does not mean that the fiction writer needs to create a mathematical resolution system for these aspects of a fantasy story, but the principles of creating a well-realized and consistent magic system for written fiction and a workable magic system for a roleplaying game overlap so significantly that experience handling one will certainly help with the other. Speaking from experience, the complex systems of magic in the Avar Narn setting are deeply nuanced and influenced by my own inspirations from and criticisms of magic as portrayed both in fiction and in RPGs (I’m looking at you, D&D; your magic is stupid and lacks the fantastic).

Jim Butcher, author of the wildly successful Dresden Files, helped translate his fictional magic system into RPG rules through the FATE-powered Dresden Files RPG. Given his frequent references to roleplaying games in the novel, it’s clear he’s a fan, so I can’t help but wonder if his roleplaying experiences shaped the way he thought about magic for his setting.

To rag on D&D (and its derivatives) again in this section, sometimes a roleplaying game can tell you how not to structure your world. From a standpoint of game design, I have a lot of bones to pick with Dungeons & Dragons (level- and class-based systems, character growth based on violence, etc.), but the worst of it is that (probably more through players’ fault than the games’ writers) the rules of D&D are usually scene as the physics of the work, rather than the rules attempting to model the physics of a fictional world. What I mean by this is that, if the rules say that something is possible, or even vaguely imply that things should work in a certain way, or the history of those rules carries with it such an implication, then some players assume that the rule trumps all logic and narrative coherence. Hence jokes of leveling up by pouring boiling water on an ant mound (millions of 1XP kills, right?) and far less funny arguments between player and GM about the results of some seemingly ludicrous action supported by the black-letter reading of the rules. This experience may be an artifact of my own biases and agenda when running a roleplaying game, but D&D does seem to be susceptible to this occurrence more than any other game I’ve ever run.

Still, there’re several lessons here. First, you’ve got to be aware that the rules can cut both ways, whether codified in RPG mechanics or simply narrative restrictions–if something works once, you can’t complain when it working again hampers the story you want to tell. Second, as mentioned before, audience expectations must be managed carefully. If you’ve indicated to them in one scene that your story or game is going to be zany and over-the-top in its fantasy tropes, readers or players will be confused and upset when later you try to make things too gritty.

The Future of Entertainment?

While I’d prefer to avoid making decisions based on the commercial aspects of writing, it is worth considering that there is good work for writers to do in emerging media. Video games are becoming more and more concerned with strong storytelling and literary elements–see The Witcher 3 (in my opinion, the best video game made to date, particularly on the storytelling front).

With the impending boom of virtual reality, I think that we can expect a corresponding boom in second-person storytelling in ways previously unavailable to writers and storytellers–except through roleplaying games. Responsive narrative crafted through alternatives of player agency marks an opportunity to tell multiple stories through the same outlet, to examine issues from multiple perspectives and approaches in literary style, and to leave a more powerful impression on the audience than words alone (possibly–I’m willing to accept the possibility that technology will never surpass the power of raw imagination).

Without all the visual and haptic special effects, roleplaying games already do this. I know gamers who have had experiences in roleplaying games that have changed them as people, so powerful was the narrative created at the table. In that sense, a good roleplaying game has the same potential to effect change as a good novel–albeit on a smaller and more intimate scale.

Conclusion

So, have I convinced you, dear fellow writer, that you ought to consider picking up an RPG rulebook, getting some friends together and playing a game? I hope so.

In the next post in this series, I’ll explore some different RPG rulesets, systems and settings to think about when selecting which game to play. In the post after that, we’ll talk about the benefits and drawbacks of using the same setting you intend to write in to run roleplaying games.