Showing posts with label theory. Show all posts
Showing posts with label theory. Show all posts

Sunday, September 20, 2015

Undermining Certainties

In the beginning everything was a mystery. You started off with a broad sense of what you could be and what you could do but the specifics of the experience were new. Your character, in those early days, seemed to know little better than you. Learning the secrets necessary to stay alive was hard and came at the cost of many ignominious deaths and much failure, but eventually the knowledge came and with it power. Inadequate strategies were abandoned and secrets to success discovered.

This was the structure of early D&D: the Dungeon Master was an initiated repository of secret wisdom and the players seekers after that wisdom. The DM’s book was off-limits to players, for whom surreptitiously reading the mysterious knowledge secured therein was tantamount to cheating. The process by which the knowledge could be transferred from the initiated to the uninitiated was a series of ordeals. The master was not required to tailor the ordeals to the specific capacities of the aspirant, part of the testing involved determining what manner of ordeal could be endured. It was only by undertaking carefully judged ascending gradations of challenge that the character and their player could rise through the ranks, gaining new abilities to help endure the ordeals and new ways of using them and, almost as importantly, gaining the knowledge of how to go about things in such a manner as to minimise unnecessary death. There were tricks of situational awareness and cautious thoroughness in negotiating the dangerous environments the DM presented, as well as lists of vulnerabilities and immunities and powers that had to be learned by rote, list upon list of weapons, armour, spells, characters, places, monsters and treasures. All of these were mysteries at the beginning. You didn’t know them, your character didn’t know them, only the DM had access to the privileged information.

A useful concept for discussing these ideas is that of the epistemic regime. The epistemic regime of a work of fiction describes what is known by the different actors in the story and by the author and reader. Much of the tension, drama and humour in narratives derives from the unequal distribution of various facts: she doesn’t know he’s the killer, the author and the reader know it’s a bad idea but the character blunders on regardless. Irony relies on this unequal distribution too, there is an audience that derives a secret meaning from an ironic statement and an audience that does not, the knowledgeable audience and the author of the statement collude in the transfer of this secret knowledge in plain sight.

Epistemic regimes are of special importance to fantasy and science fiction because there is generally a whole lot more the author is aware of that the reader does not know and a subsequent necessity for a greater-than-usual amount of exposition. It is because of this wildly unequal epistemic regime that so much fantasy relies upon reader surrogate characters from outside the magic world; Harry Potter, Dorothy, John Carter, Alice; or reader surrogates from a provincial backwater; Bilbo Baggins, Rand al’Thor, Taran the Assistant Pig-Keeper, Pug/Milamber, Duny/Ged, Shea Ohmsford, Garion [Insert High Fantasy yokel-destined-for-greatness here]. Their ignorance or outsider status requires that mentors explain everything for them or that the author’s exposition be justified by the mutually ignorant position of reader and protagonist. The other, less-important-for-my-hypothesis reason for humble origins is a dramatic one, it is more dramatically satisfying for underdogs to come out on top.

There is something of a distinction that can be made between the ascending character arcs of post-Tolkien High Fantasy and the Picaresque nature of much pulp fantasy. In the works of Jack Vance, Fritz Lieber or Robert E. Howard, the protagonists tend to be worldly and exposition is a less weighty component of the writing, even to the extent that, as is explicitly the case in M. John Harrison’s work, world-building is impromptu and ad hoc – only that which is necessary to pave the way for more adventure need be invented. Even the author need not know much more about the world than is revealed to the reader, and while some kind of character arc is often presented and new information revealed as the narrative progresses, there is definitely a tendency for the protagonist to not be a neophyte in need of initiation into the mysteries of the invented world, nor need the reader be undergoing such an initiation by proxy. Characteristically, such a world does not tolerate great upheaval, the changes wrought by the actions of a Picaro are generally not world-shaking. There is a fatalistic sense in the genre that the world will continues regardless of the actions of individuals, while in High Fantasy, the fate of the world is typically decided by the actions of individuals, their success changes the world for the better and saves the world from some kind of terrible threat.

These slightly distinct subgenres represent the two major sources drawn upon to develop D&D, and while there is a definite preference displayed by Gygax for pulp fantasy, the epistemic DNA of High Fantasy is very strong in D&D.  A satisfying and engaging character arc is one of the major rewards for bold and clever play, and as characters get more capable the dramatic stakes of their exploits are also raised. This state of affairs deliberately emulates the style of High Fantasy and does it well. In a player’s first campaign, they are given an experience that emulates that of the reader of High Fantasy, the particular ways in which the campaign world functions are revealed, and the geography, people and events unfold before their eyes.
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Hide and seek is a game of practical epistemology. The different players start each round of the game with a different set of facts, and the seeker’s role is to remedy their ignorance through the application of a set of epistemological procedures designed to reveal facts about the whereabouts of the hiders: looking under things, looking behind things and trying to elicit giggling with a humorous performance of these procedures. The hiding players attempt to conceal the fact of their whereabouts by sneaking off very quietly during the count, selecting especially good and, if possible, novel hiding places and stifling giggling.

There is an environmental component to the game, a good place for hide and seek has a lot of hiding places. The tension of the game is increased by a prolonging the process of formulating and testing various hypotheses about the possible whereabouts of the hiders. Eventually, with enough rounds of play, the environment becomes exhausted as a source of novelty because the players have discovered all of the potential hiding places.  No longer is there any need for the formulation of new hypotheses about the whereabouts of hiders. All that is needed is to systematically check all of the known hiding places.

Vanilla D&D actually has a similar epistemic regime to hide and seek. The PC begins play as the seeker, made deliberately ignorant by a DM who knows all the hiding places. However, as long as there is no deviation from the standard playbook, after enough time the players will know by rote which strategy offers the best advantage against trolls, skeletons, ghouls, rot grubs, rakshasas, yellow mold, medusae and mummies. They will know what to do to best avoid running afoul of traps and surprise attacks, they will know most of the spells available and how to use them and what magic items they should be on the lookout for. This acquisition of lore is subverted and exploited by a few notorious elements of the game like gas spores and rot grubs – punishments for being too secure in your knowledge of in-game facts or confidence in useful interrogative procedures. These, in turn, spawn ever more sophisticated epistemic regimes where suspicion of malicious motives necessitate special countermeasures.

Bastardry


Whenever knowledge is gained, ignorance is lost –  naïveté evaporates under fire. Not only do the players gain the epistemological skills to better interrogate the game environment for useful information as they play, they also gain information about the generic game-world itself. Over years, every veteran player will also have had a chance to run games, or at least read through all of the once-forbidden lore so, unless a very strict separation of player and character knowledge is adhered to to avoid metagaming, a certain amount of worldliness is going to creep into the character’s interactions with the predictable enemies and scenarios they encounter.

Thus, then, the OSR. The OSR is largely composed of people who have seen everything and are rigorous and cunning in their interrogation of the game environment. This makes their characters disproportionately deadly and their play-style effective, especially if there is a predictability in their environment and the challenges they face – they have seen all the hiding places. This creates a need for the establishment of different play environments and different secrets as a means of recreating something like the epistemic regime of the older versions of the game. Because in addition to the worldliness of the veteran, there is in the nature of the OSR gamer certain amount of nostalgia for a time when everything was mysterious and new. It is impossible to recreate the experience of the first encounter with a rust monster using a rust monster. That door is shut now. There are other ways of recapturing the excitement of the experience but it requires the implementation of strategies of estrangement and a certain degree of invention.

I think there are many reasons why the source-texts of much OSR material tends to be Pulp Fantasy rather than High Fantasy. There is a degree to which the exhaustive creation of comprehensively detailed worlds only makes sense if there is going to be a large audience to make it worthwhile and ensure its continuity over time. There may be a suspicion of the artificiality of grand sweeping story-arcs and a legitimate dubiousness about their unworkability as imposed from above by in-game canon (e.g. 2E-era Dragonlance, Forgotten Realms and Greyhawk). There is also the fact that picaresque Murderhobo-ism that is an emergent property of D&D’s reward system seems to run counter to the prevailingly axial morality of the High Fantasy genre but accords closely with the urbane fatalism characteristic of Pulp Fantasy. I think the most compelling reason for the preference is the inescapable fact of players Knowing the Score.

 A related genre with much overlap is the Weird. The Weird has about it something of an iconoclastic punk sensibility, even in its earliest manifestations there is a quality to it that is rooted in the erosion of certainties, in an ethical spectrum that runs from fatalism through pessimism to the outer reaches of nihilism. The prevailing epistemic regime here, particularly in Lovecraftian tales, is not merely ignorance for the protagonist but a sense that the gaining of knowledge is often inimical to sanity. The author is very much concerned with using strategies of estrangement to undermine the certainties of the reader.

“The true weird tale has something more than secret murder, bloody bones, or a sheeted form clanking chains according to rule. A certain atmosphere of breathless and unexplainable dread of outer, unknown forces must be present; and there must be a hint, expressed with a seriousness and portentousness becoming its subject, of that most terrible conception of the human brain--a malign and particular suspension or defeat of those fixed laws of Nature which are our only safeguard against the assaults of chaos and the daemons of unplumbed space.” HPL


This is, for me, the natural territory of the best of the OSR: a kind of iconoclastic undermining of whatever assumptions existed before (though maybe without quite so much portentousness), because there is compelling reason to serve up predictability. Hence Raggi-esque Negadungeons and Deep Carbon Observatory. There comes always into my mind the ridiculous image of the OSR gamer as a kind of reckless libertine glutted with sensation, walking blindfolded into unknown perils. I think that I am guilty here of a certain amount of reductive essentialism for effect but I know that there is a canny market for evocative novelty. The process of players having to negotiate new theories about the way the world is run and engage in rigorous interrogations of the structure of fictional things is potentially a source of much enjoyment for GM and player alike. It is especially the case if you’ve invented all the stuff yourself and the players are unravelling exposition as a means of ensuring their character’s survival. Nothing will ever be the same as the original experience but it might just be better.

Thursday, September 10, 2015

On Verisimilitude

While I recognise that the makers of mediaeval and fantasy movies are not responsible for educating the populace about the realities of history, I think we miss out on a lot due to ingrained practices and a kind of incestuously lacklustre creative vision. Patrick Stuart made a typically interesting point in response to ideas I raised in my last post. Patrick raised the notion that the highly-individualised faux-armours worn by the characters in contemporary mediaeval cinema and television actually tell the story of those characters better than accurate armour would. My initial reaction was to disagree, but now I am not so sure. The issue is, in part, who the characters are, and in who’s imagined past are they living. If the details of the production design, as opposed to the action that takes place, is the key means by which the filmmakers convey the historical context within which the characters are embedded, then the historical context is of diminished importance. The characters may as well be anywhere or anyone else.

I reserve a particularly keen dislike for most contemporary genre filmmaking and almost all contemporary genre television, especially the mediaeval stuff. The primary reason for this dislike is the consistency with which it all behaves like a contemporary soap-opera with the same stock characters in mediaeval or fantasy films espousing values indistinguishable from those in sci-fi, which are, in turn basically the same as those in modern procedurals. This is, of course, mainly due to the fact that everyone wants the same gigantic audience that is literate in the dramatic language of the day. Not many people want to be barraged with the grotesque inconsistencies of real history. Not many people want to look at bad teeth. The imagined past of the people who bankroll big films and lush television is soul-suckingly pedestrian and LARPy. This is the boring reason.

A more pertinent reason I hate the stuff is that my crunchily details-obsessed mind seeks out the nuances of distinctly different material cultures that produce the wonder of marvellous estrangement in my admittedly childish heart. Historical people had less technology than we do but they relied on what they had just as much as we do. They were also no less clever. I’m not sure if it is possible to make a sword that is more effective than one made five hundred years ago.

A more realistic version of the past need not be a less beautiful version, or a less dramatic version. The story of real historical people (and their fantastic analogues) can be told by the things they carried.

Occasional versions of this stuff turns up in films. Think of the flying splinters in Master and Commander, shipboard combat was always exciting in previous films but the visceral horror of it had not, to my knowledge, been properly conveyed cinematically. It could be said the Master and Commander is a post-Saving Private Ryan film, and benefits from the revolutionarily elemental verisimilitude of that film, but there is a tradition in maritime stories of attention to evocative details. This is one of the many reasons I love Moby Dick.

Details;

It is a siege, a smoky hellscape of broken barricades and grimy soldiers cowering behind mantlets beneath a rain of arrows. The pagan enemy below are singing. A grizzled captain of the defenders stands above the parapets and roars his speech of defiance and encouragement, arrows strike and catch in his mail but he ignores them or sweeps them away with his sword.

Meanwhile, creeping through the barbican beyond the shattered gate, hot sand is poured through the murder-holes. One soldier has a shield above his head and the sand pours harmlessly off. Another has sand go down his neck, underneath his armour. He sizzles and smokes and screams.

Two longships row through dense fog, the leading ship is full of proud and haughtily moustachioed warriors who refuse to listen to the wisdom of the crusty old gaffers in the other ship. The gaffers use a sunstone to find the sun and determine their orientation. They turn aside from the edge of the world. The haughty ones sail over.

TV gets some things right

A woman arrayed in gleaming harness battles an ogre on a narrow path on the side of a volcano, the ogre breaks her sword with a great stone hammer. She grabs the beast and throws herself off the edge and they fall and tumble together down the jagged scarp, smashing into rubble and shards of volcanic glass. They lie still together at the bottom, the ogre is cut to ribbons and his brains are coming out. The woman groans and gets up to dust herself off. Her armour is scratched and dented but she seems unharmed. She gets up and falls over, too dizzy to walk. Another ogre is picking his way gingerly down the slope.

A warrior with a thick gambeson, assailed by war dogs, has a snarling dog hanging from each sleeve, laughs and kicks awkwardly at them. A third dog comes running.

A scullion-wench is chased over boggy ground by shepherds on stilts.



A battle rages about the site of the construction of a cathedral, the villain escapes by being winched by treadwheel crane, hilariously slowly, up to the flying buttresses. The heroes have to fight his loyal henchmen inside the treadmill and upon the soaring architecture while the villain hurls gargoyles down from above.



A murky village in which a trial is taking place. The accused: a pig in a dress with a human mask, charged with the murder of a human infant. She has no defence and is found guilty.

A company of heavy cavalry try to close formation as a band of outriders come thundering over the hill with barefoot hippodromoi at their heels, holding on to the horses’ tails and bounding along at great speed. The outriders wheel but the runners keep running, using their speed and momentum  to tumble and duck below swords and gut and hamstring mercilessly.

A slave rebellion, the city is burning. A pair of cruppellarii stride impervious down a cobbled street. The city guard break spears and arrows on their armour and the gladiators murder them with impunity until some clever bastard commandeers a stack of tent poles and the guards batter them to the ground, pinning them like writhing animals until someone has the courage to stick a knife through their eye slits.

I used to think they didn't invent armour like this 'til a thousand years later.


Hurlbats.




A lull in the raging battle and the enemy line parts with drilled precision to reveal a line of a hundred handgunners with sizzling fuses. They touch fire to barrel and the weapons go off with a crackling roar. The defenders look down at themselves with incredulity. No-one is hurt.


Slight Caveat: As aspie as I am, I feel like there are innumerable exceptions to the stance I have taken. I feel like the Macbeth film that is coming up with Michael Fassbender is going to be awesome in spite of the blatant inaccuracies of the production design (also maybe due to my slight man-crush on Fassbender from Frank and Shame). This, I am sure, will work because Shakespeare is so stylised, that it can be equal parts twenty-first and seventeen and eleventh century and still be so good because it is about the universal truths of human existence. There is also an irony to that kind of visual stylisation that is something I strive for, though I feel it is easy to be too arch and mannered and coy about the layers of meaning you are trying to convey.


I don’t know really. Haven’t seen the movie. Fucking awesome trailer, though.


One more thing. There has been recent discussion about how helmets make you head look big and dwarf your face or anonymise, which tends to relegate the wearer to villain-status or vulnerable underlingdom, and are thrown off by heroes at the first opportunity. If Fassbender were not contractually obliged to wear this thing by layers of intellectual property law, there's no way they would make him. 



Thursday, August 27, 2015

On Fantasy

As I see it, there are two main strands of speculative fiction: that in which there is some degree of pretence that things certain historical peoples were deluded about were actually true, and that in which wholly speculative propositions are made that nobody has ever believed were true. This distinction can usefully be applied to differentiate science fiction from fantasy but there are obviously differing degrees to which individual texts are bound by these categories. Fantasy is predominantly a projection back into a historical-credulity-space in which belief in gods, magicians, fairies and demons are taken to be truth, whereas sci-fi mines a futuristic-speculation-space in which the assumed position is that certain predictions made about the future have come to pass. There is a tendency for fantasy to be less concerned with working out the possible ramifications of the fantastic elements than science fiction is with its speculative elements but that broad generalisation is subject to innumerable specific variations.

It is fantasy that I am most interested in, and for reasons which may be different than most. In his essay Epic Pooh, Michael Moorcock offers a criticism of elements of Tolkienesque epic fantasy as inherently conservative and reactionary, a means of mollycoddling the bourgeoisie with comfortable lies about the world. While Moorcock was primarily concerned with the political and social, rather than the ontological, an argument can be made that fantasy represents a kind of atavistic reality, one in which modern systems of categorisation are discarded in favour of something altogether more archaic. As an avowedly sceptical atheist I find the idea of actually believing the things mediaeval humanity believed to be distasteful, but at the same time find the fact that they actually did believe them fascinating. Adopting the everything-they-believed-was-true approach allows me to take the much-maligned role of the cultural coloniser, patronisingly aping the attitudes of a non-privileged other with an aplomb granted by the fact that the patronised, culturally-colonised other is largely extinct. This fact of their extinction also allows me to venture, unmolested by judgment, into scathing criticism and parody of the abhorrent attitudes mediaeval people held with regards to women, sexual servitude, torture, violence as entertainment, racism, abject thraldom to monolithic religion, cruelty to almost everything and intolerance of everything else. Of course, the everything-they-believed-was-true approach also falls foul of inherent contradictions when the heterogeneous nature of real historical cultures and their beliefs is taken into account. It can’t all be true.

My view of mediaeval people as predominantly ignorant creates an interesting paradox in terms of my attitude to the fantasy genre. If fantasy is to be believed, mediaeval people were not mistaken in their positions with regards to fairies and wizards. A rarely asked but very interesting question arises. If, in the context of the narrative, they are right about wizards, what else are they right about? The answer offered by lazy fantasy writers - the least interesting answer - is that the people of the fantasy world are indistinguishable from modern rational sceptics in Ren Faire costumes. These people understand their world in much the same way educated westerners of the late 20th to early 21st century understand it. Their belief in the existence of magic is supported by empirical observation. They believe in deities whose powers are demonstrably real. They believe in supernatural monsters who exist in an ecology alongside conventional creatures and whose supernatural powers are naturally occurring phenomena. Within this understanding of the fantasy world superstition is fact and therefore does not exist. All of which makes their world more rational than the real world. Which robs it of some of its wonder, to be sure, and also robs it of much of its perilous strangeness, which simply won’t do.

There are varying levels to which it is possible to take the apocryphal claims of mediaeval people as fact. I would argue that the further you allow yourself to travel down the rabbit hole of the mediaeval paradigm, the weirder the world becomes and the weirder the people themselves become. In comparison Legolas Greenleaf, say, who is an immortal scion of a line whose ancestors lived  before the first rising of the sun, is less weird than a mediaeval Englishman who believed that geese grew on trees, intellectually disabled children are fairy changelings and that burning cats alive is hilarious. The problem remains, and is even compounded, if you grant all the claims made by mediaeval people as true. Take for granted, for example, that the claims made in mediaeval bestiaries, wherein the intrusive ubiquity of religious parable and a general off-the-wall silliness usurps all observational naturalism, and you have a world in which the camel and the leopard can breed and that is where giraffes come from, where panthers breathe an intoxicating sweet fragrance, where mice are spontaneously generated by the soil and many stranger things are true - the world is almost unrecognisable. There is an approach that is sometimes taken which is to have a bet each way, to allow that some of the irrational claims made by historical people are true in the context of the narrative but disallow others, or relegate them to a shrunken category of mere superstitions. This feels like compromise.

There was apparently a belief that beavers self-castrated to escape from hunters


One of the aspects of working within a mediaeval fantasy paradigm that I find as powerful as it is underutilised is what TV Tropes calls deliberate values dissonance. This is what is being employed when the writers of Mad Men make Don Draper, obviously a protagonist and therefore relatable, prone to historically consistent lapses into chauvinism and insensitivity, which make him more fully realised as a character, more matriculated into the internally-consistent structure of the milieux. In much the same way, it would ring false to me to write an urbane roguish swashbuckler in an Elizabethan London who eschewed the bear garden, had no scorn for the lower classes nor festering racism in his heart. There is no reason why ideologies cannot be critiqued without resorting to artificial constructs. The beauty of described worlds, like the beauty in all of art, exists independently of moral judgments. The entity to which one writes is a human first, and it is invariably insulting to that humanity to tell comforting lies about the nature of the world. This is essentially what Moorcock was driving at in his essay, though I do disagree with him about Tolkien I concur with the general thrust: fantasy need not be meek. To my mind, in order that those who people the world be in some way historically concordant with the beliefs that they held, beliefs which the author utilises in constructing the reality in which they are embedded, some degree of estrangement from contemporary morality needs to be in place. To live in a demon-haunted world is to be haunted by demons.

M. John Harrison, whose work I have only recently made happy acquaintance with, is renowned for the scorn he has for world-building. In his essay, Whatit might be like to live in Viriconium, Harrison describes how the role of the invented world is not to provide a consistently intelligible reality outside the parameters of the narrative. Of his invented city, Viriconium he writes; “it is not a place. It is an attempt to animate the bill of goods on offer. Those goods, as in Tolkien or Moorcock, Disney or Kafka, Le Guin or Wolfe, are ideological”. While he explicitly states that the purpose and function of invented worlds in gaming contexts is different from those in which fictional narratives are based I am going to conveniently ignore this fact, or at least pretend I am writing fiction, and allow some of the constraints to fall away. It does not matter, in the context of the narrative the structure of reality can fluctuate according to the needs of the narrative. Acknowledging the potential for the role of constraints in honing creativity, I can at the same time reject the constraints when rejection is necessary. Harrison does this effortlessly, Viriconium fluctuates according to the needs of the narrative. Whatever is on the bill of goods that needs animating, the city can be rewritten around those ideas the better to bear them along.

This attitude towards world-building is liberating. There is a quality to any exhaustively detailed world that is tiresome and false. No world can possibly be as detailed as Earth (literally, because all invented worlds are contained within Earth). There are always ragged boundaries at the end of the author’s endurance where things referred to are obviously just names with no substance behind them and no more narrative to make them resonant. Tolkien’s primary criticisms of invented languages like Volapük and Esperanto is that they had no legends to make them real. The entire corpus of Middle-Earth writings exist ostensibly so that Tolkien’s invented languages would feel more alive. I take the approach that because invented languages are difficult to animate with invented history and difficult also to construct with any degree of verisimilitude without considerable philological expertise and painstaking effort, I do not ever use invented words. The words I do use are very often obsolete dialect terms, and often applied to obscure folkloric concepts drawn from the well of things benighted people once believed. This constraint serves a number of purposes; I do not have to construct a language and the history of that language, I can avail myself of the robust interconnectedness and developed sound symbolism of existing language to embed the concept more fully into the world, I can encode extra layers of meaning into the names, and I can create refugia where otherwise extinct words can survive, however briefly, and be repurposed. The employment of obsolete obscurities is also part of a strategy of estrangement wherein I can subvert expectations about familiar things the better to lead toward the mystery I am trying to reveal.

That there is a persistent vocabulary that can be used to refer to things nobody still believes in is endlessly fascinating to me. The things people believed to be true seem to be epiphenomena deriving from our limited and biased perceptions of the world and our capacity for confabulation and exaggeration. That nobody ever saw a fairy is beyond doubt, the fact that people from innumerable cultures independently held firm convictions that there was an invisible race of others with potentially malign powers bears powerful testimony to the fact that, as concepts, as delusions and as components of language, fairies were (are) real. This list of legendary creatures from a compilation of British folkloric material known as the Denham Tracts, incidentally a source of speculation about origin of the word hobbit, testifies to the proliferation of terminology used to refer to things that never existed;
"What a happiness this must have been seventy or eighty years ago and upwards, to those chosen few who had the good luck to be born on the eve of this festival of all festivals; when the whole earth was so overrun with ghosts, boggles, Bloody Bones, spirits, demons, ignis fatui, brownies, bugbears, black dogs, spectres, shellycoats, scarecrows, witches, wizards, barguests, Robin-Goodfellows, hags, night-bats, scrags, breaknecks, fantasms, hobgoblins, hobhoulards, boggy-boes, dobbies, hob-thrusts, fetches, kelpies, warlocks, mock-beggars, mum-pokers, Jemmy-burties, urchins, satyrs, pans, fauns, sirens, tritons, centaurs, calcars, nymphs, imps, incubuses, spoorns, men-in-the-oak, hell-wains, fire-drakes, kit-a-can-sticks, Tom-tumblers, melch-dicks, larrs, kitty-witches, hobby-lanthorns, Dick-a-Tuesdays, Elf-fires, Gyl-burnt-tales, knockers, elves, rawheads, Meg-with-the-wads, old-shocks, ouphs, pad-foots, pixies, pictrees, giants, dwarfs, Tom-pokers, tutgots, snapdragons, sprets, spunks, conjurers, thurses, spurns, tantarrabobs, swaithes, tints, tod-lowries, Jack-in-the-Wads, mormos, changelings, redcaps, yeth-hounds, colt-pixies, Tom-thumbs, black-bugs, boggarts, scar-bugs, shag-foals, hodge-pochers, hob-thrushes, bugs, bull-beggars, bygorns, bolls, caddies, bomen, brags, wraiths, waffs, flay-boggarts, fiends, gallytrots, imps, gytrashes, patches, hob-and-lanthorns, gringes, boguests, bonelesses, Peg-powlers, pucks, fays, kidnappers, gallybeggars, hudskins, nickers, madcaps, trolls, robinets, friars' lanthorns, silkies, cauld-lads, death-hearses, goblins, hob-headlesses, bugaboos, kows, or cowes, nickies, nacks, waiths, miffies, buckies, ghouls, sylphs, guests, swarths, freiths, freits, gy-carlins, pigmies, chittifaces, nixies, Jinny-burnt-tails, dudmen, hell-hounds, dopple-gangers, boggleboes, bogies, redmen, portunes, grants, hobbits, hobgoblins, brown-men, cowies, dunnies, wirrikows, alholdes, mannikins, follets, korreds, lubberkins, cluricauns, kobolds, leprechauns, kors, mares, korreds, puckles, korigans, sylvans, succubuses, blackmen, shadows, banshees, lian-hanshees, clabbernappers, Gabriel-hounds, mawkins, doubles, corpse lights or candles, scrats, mahounds, trows, gnomes, sprites, fates, fiends, sibyls, nicknevins, whitewomen, fairies, thrummy-caps, cutties, and nisses, and apparitions of every shape, make, form, fashion, kind and description, that there was not a village in England that had not its own peculiar ghost. Nay, every lone tenement, castle, or mansion-house, which could boast of any antiquity had its bogle, its spectre, or its knocker. The churches, churchyards, and crossroads were all haunted. Every green lane had its boulder-stone on which an apparition kept watch at night. Every common had its circle of fairies belonging to it. And there was scarcely a shepherd to be met with who had not seen a spirit!”
In spite of my scorn for the barbarisms committed by historical people I find the things they imagined to be true fascinating precisely because I am one of them. The archetypes of mythology exist as archetypes because they fulfil some primordial niche in the human imagination. It is for this reason that they persist. I am in the habit of engaging in recreational reductionism in a lot of contexts and I am especially fond of mocking humanity in its hubris. I think there is a perspective from which we can view the latent human need to confabulate that is simultaneously humbling and ennobling, and one that need not resort to magical thinking. Human beings are composed of matter and energy, we are not merely embedded within cosmology, we are ourselves components of cosmological processes and part of the universe-in-motion. The mythic archetypes that so easily delude human beings are as much the product of naturalistic processes as anything else and it is precisely because they are part of the naturalistic process that they have such traction. They are ancient, primordial relics of our animal heritage. Magicians, fairies, monsters and otherworlds seem to lurk in the essential structure of our shared humanity. If they did not exist it would be necessary to invent them.


So when I think of the things I like to write about - the bill of goods – I keep returning to the same things; the nature of the world as imagined by the ignorant, how this crudely imagined representation of things can be described in a consistent way and whether there is any value in consistency, how there is a necessity to reserve some moral judgment with regards to those that people the narrative and even to embrace their immorality as a form of integrity, how everything seems to be extruded by the idiotic machinery of spacetime. For all these things I keep returning to fantasy. It would be interesting to imagine a future world that based a genre upon the delusions contemporary humanity holds, a kind of pseudoscience fiction, complete with messianically-empowered reptoid televangelists and anti-vax sasquatch CIA-insiders flying planes into buildings to foil Illuminati plans to control humanity with chemtrails. Discovering M. John Harrison has assisted me in debunking some of my own delusions: the Laighlands (Lowlands, Lawlands, Meagrish Realm) is not a place (it is actually Doggerland) and exists only as a means to convey ideas and emotional impressions into the brains of other primates. That is plenty.

I leave you with Ruskin, from Seven Lamps of Architecture, 

...the Power of architecture may be said to depend on the quantity (whether measured in space or intenseness) of its shadow; and it seems to me, that the reality of its works, and the use and influence they have in the daily life of men (as opposed to those works of art with which we have nothing to do but in times of rest or of pleasure) require of it that it should express a kind of human sympathy, by a measure of darkness as great as there is in human life: and that as the great poem and great fiction generally affect us most by the majesty of their masses of shade, and cannot take hold upon us if they affect a continuance of lyric sprightliness, but must be serious often, and sometimes melancholy, else they do not express the truth of this wild world of ours; so there must be, in this magnificently human art of architecture, some equivalent expression for the trouble and wrath of life, for its sorrow and its mystery: and this it can only give by depth or diffusion of gloom, by the frown upon its front, and the shadow of its recess.

Saturday, February 22, 2014

Howling Across the Chasm

When the time comes for describing the monster the GM looks up and to the left, searching for the words,  and the hands come out and begin delineating and caressing the invisible contours of this thing they are imagining. The players are transported, to some extent, by this performative enactment of monstrosity. It is not merely the actual description of the monster but the struggle for description that bears the aesthetic reward. There is a moment of shared mythopoieia where the GM is delving in their visual imagination and the players are doing the same and the fruit of that description, the mental image and conception of the thing is born in everyone's mind, fresh and immediate and consensually realised. Then the players take that emergent image of the monster and embed it in the situation they find themselves in and it becomes a threat or an opportunity, a mystery or an unmitigated calamity unfolding.

That such a thing can occur at all in the context of aesthetically mediated group-bonding rituals is wonderful to me. That it occurs all the time, as a matter of course is even more so. The storytelling instinct and the competitive instinct and the yearning for group one-heartedness humans possess innately makes this miracle commonplace, to be taken for granted. 

There are two distinct kinds of excitement I am interested in that can arise from the moment of description. The first of these is the dawning familiarity/dread response: "You see a wrinkled sphere hanging in the gloom atop which writhe a number of short tentacles and from the midst of which there glares a single baleful..." "Fuck, Beholder! Run!" The second is the unfolding mystery response which makes me think of my own first D&D session - I encountered a rust monster and a carrion crawler, neither of which I had any notion of beforehand and both of which made a very strong impression on me such that subsequent encounters engendered in me the dread response, the thrill of which was all the keener from the disastrous initial meetings.

I am a bit jaded about settings and scenarios that only use established, folklorically entrenched D&D beasties. There is an OSR tradition of using such creatures in novel combinations and in new ways which is laudable but not what I am chasing here. There is also the accumulated technical knowledge of ways and means of dealing with monsters that brings with it a certain kind of slick satisfaction - even if that satisfaction is derived from huddling in a grimy corner trying to bless the last crossbow bolt before the rakshasa finds you and provides a tragic finale to your travails. These things have their own particular aesthetic appeal but I would like to investigate other ways.

The other way I have always striven to pursue is to try to reboot the process. To begin anew with whatever descriptive powers I can muster to break through to the freshness of things as-yet-unimagined. From whence will inevitably commence the diminishment of novelty. If it can be engineered that this slow death of wonder can be made to pass through phases of notoriety or fond familiarity then all the better. 

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Foreshadowing

In published scenarios it is not uncommon for there to be examples of the literary device of foreshadowing. Rumours and portents precede the thing towards which the PCs are being guiltily ushered (often in direct contravention of accepted orthodoxies regarding railroading). Conversely, wandering monsters are almost never foreshadowed save as plausible inhabitants of certain habitats. If you go traipsing through the Accursed Principality of the Dead and encounter Spindle-Ghaists tripping bonily along the very nature of the place has done the work of priming the players' expectations for something gaunt and necrophilous, but there is scope for introducing other means of telegraphing intention to ramp up dread. Wandering monsters are usually just there, a sudden unpleasantness to add artful disarray to a situation that was probably going terribly awry in the first place.

So, as a means of fleshing-out the environments through which the PCs travel and of producing a sense of foreboding it would be aesthetically pleasing to have signs that precede the appearance of wandering monsters. Something like;

Dost thou wander the Lackly Veil? Roll each morning and evening upon this table;

1. Reek of burning hangs in the air and trees bear jagged wounds. Distant screams as of animals in pain. (Ugsome Boors)
2. Cruel honking geese harry and harrass, following at a distance, regarding with sinister sidelong glances or darting in to bite. (Aglæcwif)
3.The land about seems suddenly gaunt, pinched and harrowed as with years of hunger. Something rumbles from afar. (Grunzel-gullet)
4. Twittering starlings shrill and flock, innumerably multifarious, surging and warping on the northern wind. (Sceadugenga)
5. Huge footprints as of some elephantine behemoth have torn the countryside. Morning fog lasts too long. (Pukelin Tark)
6. In a mournful quiet, sparse and wiry grass grows in old lime-pits and red clover nodding in the breeze. (Marlebrute)

etc. 

Following such a foreshadowing and assuming something in the manner of an onward trajectory or feckless tarrying (rather than immediate withdrawal and/or other countermeasures) there is a 50% chance that the next wandering beastie corresponds to the foreshadowing (or if multiple things have been foreshadowed 25% or 16.7% or 12.5% each or whatever). The aesthetic intent here is the establishment of linkages, of apparent depth in an essentially procedural reality where depth can be hard to come by. 

I dislike the idea of determinism and the removal of agency but keenly love doom and foreboding. It would be nice to have the PCs discussing intently whether to go on up the Worm-Road knowing they'll probably meet the Pukelin Tark that tore out Pieter's lungs or go back around the hills where the starlings flock and risk forgetting their own names.
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So there's this thing:

Monster Reaction Table 

Roll Result 

2 Friendly, helpful                        
3-5 Indifferent, uninterested 
6-8 Neutral, uncertain                  
9-11 Unfriendly, may attack 
12 Hostile, attacks                       

The reaction table is the vastly underused social mechanic I tended not to use. I saw it as an excuse to skip past the important funny voices component of the game. I now see it as an armature upon which vast quantities of setting-specific colour can be hung, fluff crunchified, fashionable curly shoes and ruffs and virtuosic sackbut performances rescued from obsolescence.

More on that later (or maybe never if you're lucky). It suffices to say now entities have a hostility rating, ranging from -9 (St. Cumbertwilde on her Sanguine Ass) to +17 (Vehement Rutabagas). PCs can have some effect on this with gentle croonings or bribes of food etc. but the general rule is that different things exhibit different behaviours. I recall the thing of most interest to me in the crowd-sourced Grognardian endeavour - Petty Gods - was the concept of individualised reaction tables. Reaction need not be a consistent spectrum but a set of behaviours specific to the behaver and modified by affordances particular to its predilections.

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So that the discerning GM may interlard their nattering with a few choice phrases without resorting to the stultifying tedium of boxed text I have chosen to give descriptions of these beasties in collections of fragments. Of course, the danger that the fragments themselves may infect said GMs' tones with the recitative droning inflection typically derived from reading shit out may be circumvented through judicious insertion of an implied et cetera after the suggested phrases and the use of (hopefully pre-sparked) imagination. There are plenty of details in these fragments conducive to dramatic description.

For a while it's been floating in my head as an alternative approach to the verbose gibberish I usually employ but Jacob Hurst's Dire Boar Den Information Layout Thingy has encouraged me to experiment.

- Also, no more descending armour class. I relinquish orthodoxies reluctantly but recognise finally that I'll be able to maintain the mechanical parsimony I desire at the same time as not doing that little mental calculation every time. It isn't an enormous effort but any means of doing away with unnecessaries appeals to me.



Pilshach Oobit                                                       
Brutish Earth Sprites



Foreshadowings:

Moldiwarps emerge from their diggings to sneer and gloat.
-The land is strewn with boulders that seem curiously out-of-place and haphazardly arranged.
- Sensitive souls get the sensation they are being regarded with ill-will from among the stones.
-Everything seems heavy and trudgingly onerous. 

Appearance: Four-foot tall lumpen boulderish demon-thing

Elemental Menace: unearthly brutality of essence, alien hate, archaic loathing, weird dark thwarted intensity, hollow black sockets like holes in the world

Guttural Musicality: Singsong droning dirge, thunderous barking, quaint unaccountable ponderous dancing

Catastrophic Tumbling: sensation of vast weight and incredible force, quaking earth, embodiment of disaster and panic

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Upon Investigation of the Remains: They appears to be made of boulders and blood and bits of lambent silvery ore, 1d6 x 10 groats' worth apiece

To the Scholar of Paynim Lore (Heathen Language + INT check): The Oobits are sung of in the old songs as guardians of the thresholds between the earthly realm and realms of impenetrable density where the mountains dance and the sky is made of stone. The Dun-Trows know something of their ways and the uncouth mummery of the festival of Burian-Kirk is said to recount the parting of the Pilshach and Pulchrie Oobits in the long-ago springtime of the world.

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Hostility: Intensely Inimical, +7 to reaction rolls

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Oobit -  (1d6) AC: 18 HD: 4 #Att: 1 chomp or special dmg: 1d8 MV: 6 AL: C
Special: Tumbling: The Oobit must dance quaintly and sing gutturally for one round prior to this attack, 1d20 dmg, save vs. paralysis or be knocked prone
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Mallagrugous Welkintrout                                            
Supramundane Piscatorial Monstrosity
Foreshadowings:

- Minnows or frogs fall in a rainstorm
- A fishwife goes irrevocably mad, gesturing violently at the sky, ranting about a redness in the north
- A missing child is found dismembered in a tree, unspeakable glistening mucus drips down.
- There is a dismal reek that passes in the night. Perchance a wet flapping is heard.

Appearance:

Abysmal Foetor: Like;  - the dredgings of an ocean trench,  - a whalefish disemboweled, - the open grave of a rancid giant, an eye-watering awfulness at a hundred paces.

Glaring Fishy Eyes:  dead-eyed gloating malice, alien curiosity, otherworldly hunger, startling wrongness

Fanged Pugnaciousness: hideous array of vicious fangs, horribly ragged maw, snapping jaws, bristling with dagger-teeth, talon-fins and wing fins flailing

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To the Scholar of Inimical Otherworlds (Alchemists' Argot + INT Check): The thing probably originates from the ocean-skies of the Outermost Firmaments, beyond the poison-blue Empyrean of Night Everlasting. It can only have flown down to tellurean realms at the behest of a thaumaturge of considerable puissance.

To the Desperate Hooligan: The talons and fangs may be salvaged for use as shoddy weapons (i.e. breaking on a 1) doing 1d4 dmg. They smell very bad. Those struck need save vs. poison or be sickened (see below).
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Hostility: Very Nasty, + 5 to reaction rolls
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Welkintrout -  (1) AC: 15 HD: 3+7 #Att: 1 bite dmg: 2d6 MV: 6, Fly 24 AL: C
Special: Ungodly Stench, Save vs. poison within 20' or -3 to hit from vomiting. 
Uncleanness, Save vs. poison when struck or be infected with debilitating pustulent odium -1d6 CON per day unless a further save is successful, two consecutive saves needed for recovery. 
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The Tatzelwurm of Bastardly Hark                        

Creeping Squamous Odium

Foreshadowings: 

- Crickets shrill with fiendish triumph at the dying of the day.
- The trees and plants hereabouts are pallid and sickly. Hemlock blooms with fervid vitality.
- Dull-eyed lizards watch from  mossy niches.
- Carven deep in trees and stones is the figure of a twisting snake. Corroded fragments of chain  are found in the vicinity.

Appearance: Two-legged dragon-thing the size of a man

Baroque Grotesquerie: Weird ornate scaled anatomy, spiny and tattered, bristles and hooks and talons, undulating nastiness, awkward crawling and creeping, writhing worm-tail

Demonic Malevolence: Horrible gloating and hissing, gnashing and spluttering, drooling virulent spittle, tormented snarling

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Hostility: Inimical +4


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To the Historian of the Empire (Imperial Tongue + INT check): Of old in this region it is told an Imperial outpost was held to ransom by a poisonous serpent that demanded a seasonal tribute of maidens. By the actions of avaricious knights and by grasping clergymen caught up in bloody internal strife was it laid low. Now only yammering shades haunt its empty hall.

To the Canny Tracker (Language of Beasts or Lowlander Tongue + WIS check): Following the furrows and poisoned weeds back to its foetid lair the hoard it stole in ages past can be found. The Tatzelwurm's venom is on it such that anyone handling it recklessly saves vs. poison at +2 or goes down like a pollaxed steer for 1d4 rounds. 

The Hoard consists of;

- Three Falchions of Dwarfish Temper with scabbards and baldricks chased with gold -250 groats apiece but of Svartling make - Blæingr, Brusi and Baldrekr shall seek out the bearers of these and flay them alive.

- Two Silver Reliquaries bearing the bones of Heretic Saints (Bombasticus and Gnoldo) - worth 200 groats apiece but representatives of the One True Church are 50% likely to denounce the bearers and call for their excommunication.

- Ducal Signet Ring - worth 120 groats for the gold alone but potentially substantially more for the Imperial Crest (sadly of a lost and discredited house)

- 1298 groats in assorted solidii, guilders, stivers and half-crowns

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Tatzelwurm - (1) AC: 16 HD: 5+2 (hp: 27) #Att: dmg: 1d10 + poison MV: 9 AL: C
Special: Poison: Save vs. poison or flop around haplessly moaning for 2d4 turns
Threshing Flurry: When reduced below 10hp the Tatzelwurm will writhe its spiny form about in a snarling frenzy causing opponents within 10' to save vs. dragon or suffer 1d8 dmg from its barbed anatomy.
Curse: Three times a day the wurm can bestow a curse causing a character to be consumed with the lust for gold, save vs. spells each time another withholds gold or attempt their murder within one day.
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Ark Raven                                                                
Antediluvian Avian Hierophants




Foreshadowings

Vast webs of intrigue perpetrated by jackanapes and boobries under the tutelage of corrupt abecedarians ensorcelled by demented druidical priestesses commanded by a cabal of unseelie princes et cetera. Behind all of it, eventually, will be Ark Ravens.

-In the dim vaults of their ancient seclusion are mouldering nests of tomes and scrolls, tablets and runestones and ogam-staves and myriad other glyphic artefacts in crumbling strata from inconceivable aeons, forgotten now by all save the waddling scions of the elder world.

Appearance: Featherless flightless birds, four feet tall

Features: 

Waddling Decrepitude: Wizened awkwardness, nearsighted, shambling, wrinkled hide, raspy croaking voice, mouldy stink

Aura of Ancient Wisdom: Hard bright eyes, vast store of sarcasm, cruel and mocking laughter, riddling speech, immortal pragmatism and patience

Hostility: Harsh +2

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Ark Raven - (1) AC: 12 HD: 2-7 #Att: dmg: 1d4 MV: 12 AL: N 
Special: Enchantments:1/rd at will; charm person, sleep, cause fear, hold person, bestow curse, charm monster, geas, mass charm. 
Uncanny Foresight: rolls d12 for Initiative rather than d6
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To the Scholar of Obscure Lore (Imperial Tongue, Heathen Tongue and The Language of Birds + INT check): There are faded legends of prophets and the fathers of the fathers of pagan kings who spoke to a birdlike race that lived in the deeps of the earth since before the stars were kindled. It is said they taught wickedness to the elves and avarice to the dwarfs and folly to feckless manlings newly woken in the world. They shall come again.