Thursday, March 17, 2022

Avant-Gardes, Scenes, Industries, and Traditions in Jennifer Lena's "Banding Together"

I recently read Jennifer Lena's Banding Together: How Communities Create Genres in Popular Music, and although Lena is writing solely about music, it's not hard to think that her model might do a pretty good job describing other kinds of creative communities, potentially including tabletop rpgs.

Lena is a sociologist of culture, and a lot of her research focuses on popular music, especially rap. In Banding Together, she looked at the histories of 60 styles of music and looked for similarities in the ways the styles changed over time. Style here refers to a pretty specific community of musicians and fans; when many related styles coexist and follow after each other in a kind of family, they form what Lena calls a stream. So like, rock music would be considered a stream, while things like grunge, glam, garage, punk, and emo would be considered styles. Style and stream are categories that describe things that exist in the real world, but they have no existence of their own except as useful descriptors.

Lena observes that musical styles change over time in ways that are related to their popularity and access to resources, such as money, access to practice and performance space, and attention from fans, journalists, and academics. Her model suggests four main genre types that music styles can fit into - avant-garde, scene-based, industry-based, and traditional. Genre types are also descriptive categories, and she classifies each style as belonging to a single type at any given point in its history, and as I said, this classification is based on access to resources. 

A successful style might begin as an avant-garde, grow to become a scene, find commercial success in the industry, get taken up as a tradition, and eventually birth new avant-garde styles to either form a new stream or join an existing one. Less successful styles stop short of that in some way, and there are doubtless countless avant-garde styles that never become successful enough to form a scene.

What I find most interesting about Lena's model is her finding that each genre style has not only a predictable set of material conditions that go together - the size style, how it's organized, where its members can meet to practice and perform, how much attention it receives, what sources of money are available - but also a predictable set of cultural conditions - how codified the conventional ways of performing the style are, how style members use technology, how codified the ways of dressing and acting are, even what kinds of debates style members have with each other, a finding that was particularly interesting to me. Lena stops short of saying that the material causes the cultural, but she does observe that they tend to go together in predictable enough bundles that it was easy for her to identify four common bundles and call them genre types.

Really interested readers might enjoy Lena's whole book, but if you just want the primary model where she lays out the four genre types, that's in chapter 2, which I want to quote from some below. Lena's words appear in blue. I've removed all of her examples where she talks about rap, bluegrass, and bebop. But if you're like me, you'll be filling in rpg examples in your head as you read.


Avant-garde Genres

Music, like other forms of taste, changes slowly and incrementally. Nonetheless there are junctures when performers, fans, and commenters point to cumulative changes significant enough to distinguish it from earlier forms of music. Music performers always have some dissatisfaction with contemporary music or their place in it, and fans are looking for novelty, so there is a consistent, in inchoate, desire for change. Avant-garde genres are formed when music practitioners come together and share their concern over the state of music in their field of action and reinforce each other's desire to do something about it. Avant-garde genres are quite small, having no more than a dozen or so active participants who meet informally and irregularly, and are often conceived in spaces like coffee shops and basements. They attract virtually no press attention, performance conventions are not codified, and there is typically little consensus over how members should dress, talk, or describe themselves as a group.

Avant-garde circles are leaderless and fractious and consequently typically unravel in a matter of months from lack of recognition, or because a subset of the circle participants gain wider recognition. The objective of Avant-garde genres is to play informally together, share recorded music, and air complaints about the hegemonic music in the relevant stream of music. 

The genre ideal, and specifically the musical ideas that are central to it, may emerge from members taking lessons, carefully listening to records, and playing with different kinds of musicians. Alternatively, Avant-gardists may assert that prevailing musical styles have become predictable and emotionless and, flaunting the fact that they are not able to play instruments in conventional ways, make what others see as loud and hash sounds. In crafting music that is "new," Avant-gardists may combine elements of musics that have been treated as distinct. The desire to produce a new music drives the group to engage in experimental practices, including playing standard instruments in unconventional ways, creating new musical instruments, and modifying objects that heretofore have not been employed in the production of music. 

Such circles typically meet face-to-face, but this may be changing in the era of the Internet. Circle members need spaces to meet where they can freely discuss and cement their shared investment in musical innovation.

The experimental ethos of Avant-garde circles is often expressed through the idiosyncratic grooming, dress, demeanor, and argot of members, but these are not (yet) consolidated into a distinctive style.

In Avant-garde genres, circle members contribute resources, and they also get resources from others attracted to the musical experimentation. Partners contribute nurturance, financial support, and a home; other musicians and music industry people act as informal advisors and critics; buy supporting a new music, bar owners get customers on off nights. As a rule, Avant-garde members do not receive remuneration for their participation in music-related activities. They earn money for performing conventional styles of music and from nonperformance employment. Thus many Avant-gardists live with little recognition and many privations. These harsh conditions may retrospectively be romanticized as bohemian, but they contribute to the demise of many Avant-garde genres. The privations are exacerbated by the tendency of some Avant-garde musicians to consume quantities of drugs and alcohol.

The music and the people making it receive virtually no press coverage, which makes it exceedingly difficult for us to find accounts of Avant-garde genres that failed to progress to another genre form. Numerous appellations are given to the new music, which also contributes to the difficulty in identifying musics that do not survive the Avant-garde period.

Musics can remain in the Avant-garde period for a long time or may quickly transition into Scene-based genres. The key features of this transition are these: relatively stable aural and visible identifiers of the group emerge; artists begin to seek resources that allow them to perform their music for a larger public; and the group identifies a set of goals for action - actions or ideas that are seen to be solutions to the complaints the group has about status quo music.


Scene-based Genres

It appears that most Avant-garde genres wither or merge with other musical styles early on, and only a few begin to draw more substantial resources and a larger cluster of devotees and evolve into Scene-based genres. Scene-based genres are characterized by an intensely active, but moderately sized group of artists, audience members, and supporting organizations. For more than a decade the concept of "scene" has been used by scholars to refer to a community of spatially situated artists, fans, scene-focused record companies, and supporting small business people. Such local scenes may also be in communication with like scenes in distant locales whose members enjoy the same kind of music and lifestyle. In recent years, we have acknowledged the importance of virtual scenes composed of devotees who interact via the Internet. 

Scene-based genre members earn money from activities within the community, including music making, especially once they attract the attention of the local or specialty press. Much attention is paid to codifying performance conventions, and the dress, adornment, drugs, and argot of group members. Members are also concerned with distinguishing themselves from rival musics, especially those that share the same performance space or fans. Most Scene-based genres acquire a name for their group that is invented or announced in the Scene-based media.

Scene-based genres have a loose organizational form characterized by nested rings of groups characterized by varying levels of commitment to the community. At the center are clusters of those most responsible for the distinctive characteristics of the music, including many members of the Avant-garde genre. Then there is the ring of committed activists whose identity, and sometimes means of employment, are tied to the scene. Outside of this is the ring of fans that participate in the scene more or less regularly. The outer ring is made up of "tourists" who enjoy activities within the scene without identifying with it.

Stylistic innovations and charismatic leaders who promote them play a key role in developing the consensus around genre ideal. The consensus marks the transition from the Avant-garde to the Scene-based genre. Technological innovations can also change the balance among elements of the music during the Scene-based genre. The transition between Avant-garde and Scene-based genres marks the introduction of both technological and live performance conventions that in turn affect conventions in the recording studio later on. Social conventions, including styles of clothes and adornment, body type, argot, and "attitude," are codified in Scene-based genres. These allow fellow travelers to identify scene members.

Scenes, musical and otherwise, commonly emerge in so-called bohemian neighborhoods where rents are low, police supervision is lax, multiple opportunities for low-skill labor exist, concentrations of other artists are found, and residents tolerate diversity of all kinds. Such neighborhoods nurture the scene, and the lifestyle growing around it, by fostering constant interaction among scenesters without attracting unwanted attention from the wider community.

These neighborhoods include local businesses that support the Scene-based genre, including coffee shops, clubs, dance halls, record stores, churches, small recording studios, and independent record labels. Business entrepreneurs, often drawn from the ranks of scene participants, become music promoters, club owners, and band managers. Some found independent record companies, Scene-based fanzines, and Internet sites, while local newspapers, radio stations, and criminal elements arrive in the area to support the scene and to derive profits from it. 

Scene musicians and ancillary creative people are often not able to support themselves entirely from the music. They typically take low-skill service jobs in the community and also depend on money and other support from partners, family, and friends. As scenes develop, these neighborhoods draw both more casual scenesters and merchandisers of elements of the genre lifestyle, hastening the end of the intensely local genre form.

Genre-based media begin to develop in Scene-based genres. The strong and relatively coherent complaints of genre members against the status quo often attract attention from niche media, who provide the clearest, most nuanced and positive portrayals of the scene. These include fanzines, Internet sites, blogs, small-circulation magazines, and often the local free weekly entertainment guide. Collectively they serve to define, explain, promote, and critique the music and its associated lifestyle. Because these writers try to talk about the coalescing style, they have to find a name to describe its musical aesthetics. Thus begins the formulation of the collective memory about the history and founding heroes of the music.

In Scene-based genres stakeholders have only a few contacts with the world outside the scene, but those they do have are important in building the solidarity within the community. First, there is usually bitter antagonism between proponents of the new music and representatives of the status quo in the relevant field. Fighting against a shared antagonist often builds solidarity within Scene-based genres. Second, the operation of the scene in marginal facilities with opportunistic promoters means that scene participants are regularly exposed to what they identify as dangerous conditions, and they may be liable to arrest for violating ordinances concerning dancing, noise abatement, fire, and decency, as well as laws controlling liquor and drug use. Finally, symbols of inclusion/exclusion also serve to identify scene members to outsiders who may be alarmed, upset, or simply bemused. These three sources of censure all serve to build scene solidarity. As importantly, they typically lend the genre an oppositional political cast.

In addition to their musical complaints, Scene-based genre members will often critique large social injustices, although they may target their critique within the local environment. Lyrical content often incorporates aspects of this oppositional stance. Insertion of politics into the scene's identity is an indicator that the music has entered the mature phase of the Scene-based genre. An additional aspect of scene members' political identity project is that they begin to defend the borders of the group and differentiate between what are acceptable lifestyle choices and what are not.

Many Scene-based musics wither or merge into streams. For those styles that transition into an Industry-based genre, the key ingredient is that the scene attracts the attention of major music producers seeking to develop new music and new markets.


Industry-based Genres

Industry-based genres are so-named because their primary organizational form is the industrial corporation. Some of these are multinational in scope, but others are independent companies organized to compete directly with the multinationals. Along with industrial firms, the prime actors in these genres include singers and musicians who contract for their services, targeted audiences, and a wide array of ancillary service providers from song publishers to radio stations and retail outlets. Artists generate income from sales, licensing, merchandise, and product endorsements, and this often drives aesthetic decisions. Performance conventions are highly codified, driven by industry categories and the production tools that standardize sounds. The attire of performers is adapted for the mass market, and made widely available to fans, along with argot, adornment, or features of lifestyle that can be monetized.

The goal for members of Industry-based genres is to produce revenue by selling musical products to as many consumers as possible. There are several means employed to increase sales. Efforts are directed toward codifying, simplifying, and teaching the genre conventions. Tablature for guitars and other instruments and transcriptions of the lyrics are widely available, and musical teachers and mentors are in plentiful supply in most places. Firms train new artists to work within highly codified performance conventions, and record producers regularly coach songwriters and artists to make music that is simple and clearly within the style so it will appeal to the mass audience. 

Over the past century, technological innovations have also served to standardize and simplify the production of music in order to satisfy the needs of mass production. "Contact men" working for the firm conscript music critics and disc jockeys into promoting new works and new artists. Trade magazine-produced weekly charts of song sales help to guide industry decisions about the relative success of individual songs and whole musical styles. The otherwise highly competitive multinational conglomerates collectively fight the unauthorized use and distribution of their copyrighted music, and do whatever they can to frustrate the development of spin-off styles.

A common feature of the transition from the Scene-based to the Industry-based genre is the assertion of market dominance by major record corporations that gain control from the independent labels that had dominated the Scene-based genre. Enterprising independent label heads understandably seek to increase the visibility of their artists and the sales of their records, but insofar as they are successful, the major companies may buy out artist and label contracts. Sales success is a strong indicator of the presence of an Industry-based genre. Sales success is gauged according to codified performance conventions that are governed by industry categories, although they may sometimes be recognized as novel and added as a shelving designation, a type of sales chart, a division of a record company, and so forth.

Artists working in Industry-based genres earn their income exclusively from work performed for large organizations. However, it is a common misunderstanding that sales revenue is sufficient to provide artists with an extravagant lifestyle, or that record sales are the major source of income for artists working in such genres. In fact, industry-based genre artists profit more from merchandise sales, concert ticket sales, and performance royalties (from live and recorded performances of their songs).

In the process of absorption into multinational corporations and mass production systems, genre names become more clearly fixed. If a name emerged in the Scene-based period, producers and journalists may continue its use. Like the music, elements of dress, adornment, and lifestyle are exaggerated and mass-marketed to new fans of Industry-based genres. 

The financial resources and promotional expertise of major companies will often propel Industry-based genres into the national media. In most cases, national media coverage of the genre will be ill informed about the music, and will depict the musicians as the Pied Pipers of deviance. The danger of Industry-based genres is framed in three contradictory ways. Journalists may portray the genre lifestyle as innocent fun and feature its colorful surface aspects; they may spin the lifestyle as a danger to its fans; or they may claim a danger is posed to society by its "lawless, anti-social, and hedonistic fans." The media may also ignite a "moral panic" in which genre spokespeople, police, political authorities, religious leaders, parent groups, teachers, and moral pundits of all sorts provide the willing press with lurid quotes. Press coverage of these moral panics often highlights racist, classist, or sexist tropes. The added attention to the genre is likely to draw even more fans.

Despite the level of conflict that often accompanies the Industry-based genre, hard-core scene members often spend this period complaining that the sense of being oppositional and hip has been lost. The threat posed by the popularity of music created in the Industry-based genre encourages the hard-core scenesters to cleave to a reductionist notion of the genre ideal. Supporters of the Scene-based phase of the music are especially put off by the large number of "tourists" joining the ranks of the music's fan base in the Industry-based phase. New recruits argue over what constitutes authenticity in music, musicians, and signs of group affiliation, and committed older, longer-term fans and performers engage in a discourse about authenticity lost. This tension is sometimes divisive enough to propel some genre members into forming an Avant-garde genre, while the others create a Traditionalist genre.


Traditionalist Genres

Musical styles that have experienced the explosive Industry-based phase of development tend to suffer a crisis as their many casual fans find a new distraction, and a style's mass popularity wanes. Major record companies looking for "the next big thing" no longer promote the music, and the media see it as music to review rather than as a lifestyle that is the source of news. Resources shrink as players, performance space owners, and fans move on to other music interests. The massification of musical styles and growing friction between hard-core musicians and scenesters against outsiders fuels the fracturing of music into numerous distinct styles.

Traditionalist genres emerge when committed players, fans, and genre-supporting business people decry what they identify as the adulterating consequences of the commercial exploitation of the music in the Industry-based genre. They focus on purifying the music by eradicating the excesses of the Industry-based genre and reenacting a version of what the music was like in its Scene-based period. They seek to preserve the community's musical heritage and inculcate in a rising generation of devotees the performance techniques, history, and rituals of the style. Fans and organizations dedicated to perpetuating the music put great effort into constructing its history and highlighting exemplary performers who embody the collective memory of the genre they construct.

Traditionalist genres are discussed in academic or lay treatments of music, are performed at conferences and festivals, and rely on small-scale or non-profit organizations. The genre-oriented press publishes schedules of events, recounts recent events, prints articles on performance techniques, profiles both venerated and rising artists and groups, and review new and remastered records. Many archival music compilations are released, and a small industry is devoted to remastering and rereleasing old albums.

At the start of the Traditionalist genre, a scholarly literature emerges that strives to preserve, codify, and organize the field. Scholars and lay historians are often preoccupied with the quest for the true or authentic, complete history of a musical style, and this preservationist spirit is precisely what differentiates Traditionalist genres from other genre types. Musicians and promoters often play a key role in defining the field, particularly if they were active during the Scene-based form. The codification of a musical style's history and significance is the core activity of Traditionalist genre members.

Members of Traditionalist genres meet in clubs and at gatherings of musical associations, academic conferences, and festivals; they communicate at a distance through newsletters, academic journals, trade magazines, and discussion sites on the Internet. Traditionalist genres are populated by dedicated fans, semiprofessional and experienced musicians, and academics from a variety of disciplines. Academic classes in the music and its history often become available, but much instruction in musical techniques and genre lore is received via one-on-one interaction with established performers and other aficionados.

Performers and promoters commonly rely on employment outside the musical community. Festivals and tours often provide the greatest percentage of music-related income to Traditionalist performers, in combination with income from selling records, musical instruments, and music-related ephemera. Many fans sing, play an instrument, or act as promoters of events, so there is a less distinct division of labor among fan, artist, and industry than in Industry-based or fully developed Scene-based genres.

Members regularly travel to conferences and festivals, collect and display records and memorabilia, raise money for ailing artists, and build organizations dedicated to perpetuating the music. Festivals are extremely common among Traditionalist genres, and are critical to their momentum and cohesion. Festivals play a key role in codifying and legitimating a single genre ideal.

Members of Traditionalist genres tend to resemble one another in dress, adornment, and argot. They wear muted, somewhat stereotypic styles of the aging artist or academic and may often use verbal expressions seen by others as out-of-date. They may also resemble stereotypes of a Scene-based performer.

Committed Traditionalists expend a great deal of energy fighting with each other about the models they construct to represent their music and the canon of its iconic performers. They argue over which instruments and vocal stylings are appropriate, and they may even battle over the place and time when the music originated. The test of authenticity is often taken to be the race, class, educational attainment, and regional origins of performers. Even journalistic and academic accounts of Traditionalist genres engage in such demographic profiling. These outsiders often conflate stories of a musical style's origin with its present Traditionalist form, and these stereotypes influence tourists who want to know something about the musical style.


After the Tradition

Industry-based communities often disband with the drift of casual fans to new musical distractions and the consequent twilight of mass popularity. The crisis within the community is focused on the debate between the nascent Traditionalists, who seek to preserve the music performed in the Scene-based phase, and those who focus on continuing the aesthetic development characteristic of the Scene-based period and living out the creative spirit of the music through innovation and hybridization. This second group often forms a new Avant-garde genre. 

Avant-gardists revolt against the popularizing tendencies of the Industry-based genre, and those who write about them begin to use the evaluative discourse of art, evoking images of genius and creative quest. Some find inspiration in unusual meldings of music in cooperation with other creative artists working in other musical styles. The discourse of creative genius helps musicians to distance themselves from the demands of fans of the style from which they have hived off. Like all Avant-gardists, they must rely on sympathetic independent record companies, promoters, and venue owners. Avant-gardists also tend to distance themselves from Traditionalist artists and fans.

Thursday, March 10, 2022

Lighthouse at Shipbreaker Shoals

An adventure I wrote, Lighthouse at Shipbreaker Shoals, has just recently been published! The pdf is available now at DriveThruRPG, and a print edition will be available soon at the Goodman Games webstore. 

Earlier this week, I appeared on the Maw of Mike podcast to promote the adventure. I thought I should also take the opportunity to talk here about my design process. 


Before the pandemic, in a time that now feels like it belongs to a different era of history, Stephen Newton, author of a half-dozen DCC modules and publisher of Thick Skull Adventures, reached out to me to write an adventure for him. This was my first time being commissioned to write an entire adventure.

Stephen's pitch was that this new adventure would take place in the same setting as Attack of the Frawgs and The Haunting of Larvik Island, and should serve as an optional bridge between the two. 

I agreed that I was interested, and started brainstorming possible ideas. I read Fawgs and Larvik, as well as several reviews of them, both positive and critical. I noted a few things that ended up being relevant to the final form of the adventure. 

The first was that Stephen's other two adventures were set in a fairly realistic medieval environment with most of the weirdness coming from the monsters who were invading it. So I decided that whatever I wrote should be grounded in an interesting, but essentially ordinary structure that could exist in the real world. I initially thought of the brewery that gets introduced in Frawgs, but decided against that because of the second thing I noted, which was that the first adventure is set in the characters' hometown, and the second takes place on a distant island. 

So I thought that whatever I wrote should give the newly ascended 1st level characters, who'd just survived a Zero Level Funnel, a reason to leave home and a reason to go onward to the islands. This led me to decide on a coastal adventure, with the beach as a kind of juncture point between the landlocked village and islands surrounded by sea. Thinking about things that happen right on the coastline that might motivate people to travel outside their hometown for the first time, I hit upon the idea of a lighthouse in trouble. 

cover art by FRK Pyron
 
What should be the source of the trouble? Well, Larvik begins to introduce the cosmology of Stephen's gameworld, which, without spoiling the details, involves a elderly sea god and some sibling rivalries between his children. Making one of the children a spiritual protector of the lighthouse, and the other two the source of the monsters, turning the battle for the site into a kind of proxy war in the squabblings of childish divinities, sounded promising to me. I also double-checked with Stephen to make sure I'd gotten my understanding of his gameworld's theology right. 

In retrospect, by this point, the adventure was shaping up to be much more of a prequel to Larvik than a sequel to Frawgs. So I had my site, and I had my source of danger. Now it was time to decide how they were interrelated. In keeping with the setup of the other two adventures, I decided that the lighthouse had gone dark because of an incursion of weird monsters. That would be a worthy reason for newly forged heroes to come investigate, and if the trouble at the lighthouse is being caused by gods who are also related to the problems on Larvik Island, then the players both have a reason to go off and learn more about them, and Larvik is slightly enriched by providing more background on the gods of its setting.

At this point, I free associated a bit. One episode of the show Connections, which I'd watched recently at the time, talks about the history of lighting technology. Limelight was was on the first really bright lights that people figured out during the Industrial Revolution. It was never widely used in lighthouses, but it theoretically could have been. Limelight is named that because chemical compounds containing calcium are often called lime-something, for example, limestone. A form of limestone is what makes the famous White Cliffs of Dover so white. Now, it turns out that limelight works by burning something called quicklime rather than limestone - but it was easy enough to set aside the inconvenience of that detail and imagine a lighthouse set on some white limestone cliffs, and to imagine that the lighthouse uses a magical lantern that burns limestone as fuel to make an impossibly bright signal beam. All this was inspired by reality, but since no one who's not a chemist or construction worker has heard of quicklime, it's slightly easier to understand than the truth.

Also in the news around the same time, for whatever reason, was something about hagfish and their fascinating slime. I can't remember why hagfish were considered newsworthy at the time, but what matters for the adventure is that (a) hagfish vaguely look like worms, or even more vaguely, like dragons, and (b) hagfish slime looks just like water until you try to touch it. The idea of a giant hagfish as the climactic encounter for the adventure appealed to me very quickly. You can see the beast up there on the cover. The fact that the effect of the hagfish might be invisible until you investigate it closely appealed to me as a possible source of mystery to investigate.

And so the adventure I ended up writing is structured as a kind of mystery. It's a crime scene, and as you explore it, you find out information about the victim, and you discover evidence in the form of signs and portents that show you what kinds of monsters the gods sent to commit their crime. Because the perpetrators are godlings, and because it's D&D, some of that evidence is quite dangerous to the investigators. Since there are two gods, there are two kinds of incursion, and although the Barnacle Bear is inspired more by the appearance of the character Doomsday from DC Comics than it is by actual barnacles. It functions as a mini-boss of the site, and you can see it in the art below.

As I built the adventure site, I thought about making a fairly realistic map of a lighthouse and lighthouse keeper's house and estate, and I thought about how to make each "clue" different and interesting. What might happen in the well? The kitchen? How would these monsters be affected if the lighthouse keeper had a sauna? Both the big monsters have vulnerabilities that you can learn about by investigating the estate. I added a turnspit dog to the kitchen, both because it was another interesting thing I'd learned about on Connections, and because it tells you something interesting about how the lighthouse functions. 

The climactic encounter is something I'm proud of, and involved a lot of back-and-forth with Stephen to get right. But if you've been wondering for the past couple paragraphs how a party of 1st level characters stands any chance of defeating a dragon, the answer is that there are clues about its weaknesses in the adventure, and I wrote explicit GM advice about what to do if the players try to act on those clues. You definitely won't win just by swinging your sword at it - it's much too big and powerful. But there are ways to hurt it badly, to maybe defeat it, or at least drive it away. But if you don't learn enough from the investigation - or think quickly on your feet during the battle - then your 1st level characters probably will die. And since they were fighting a seemingly overwhelming opponent, I hope those deaths will feel appropriate. Victory is possible, but it's not guaranteed.

interior art by FRK Pyron

One last thing I want to note is the reason that Stephen is listed as doing "additional writing" and not just "editing" or "publishing" on the cover. Stephen's editing was invaluable. This was the first of a couple projects where I've really, REALLY benefited from having an editor with a keen eye for quality who has noticed my weakest areas and pushed me to do better. But in Stephen's case, he also stepped up and added some of his own writing to a couple places that most needed it. 

At the beginning of the adventure, I'd written a table of interactions between the party and the townspeople of Sagewood. It was essentially just a rumor table with a bit of advice and an extra piece of equipment for each standard character class. Stephen expanded it into more of a roleplaying opportunity. 

My idea for the magic lantern was - aside from the fact that it could burn rocks as fuel - a little lacking in terms of seeming all that magical, and it didn't particularly have a role to play in the final fight, except that ideally you'd want to keep it from getting destroyed in the fracas. Stephen rewrote it to be a real artifact, something truly important and precious. Both those inclusions make the overall adventure stronger and better, and I'm glad that it looks the way it does now, instead of how I wrote it.

Monday, February 28, 2022

Let's Write an Adventure Site (part 2) - What Went Wrong Before?

In my first post in this series, I introduced an adventure that I tried and failed to write a few years ago - "The Night Garden at the Vanishing Oasis" - and I talked about some of the materials that provided me with inspiration the first time around.

This time I want to talk about what went wrong the first time I tried writing this adventure. Part of what went wrong, of course, were various personal failings on my part - procrastination, distraction, moving on to a new thing before the old thing is finished, etc, etc. But I also think I was stymied by some of the  decisions I made early on about how to go about structuring an adventure, decisions that made the design process harder than it needed to be and possibly contributed to me feeling like I didn't know how to finish it.

When I sat down to try to write this adventure the first time, I was drawing on the models I had available then for what an adventure in old-school D&D should look like. (Remember, I wasn't trying to invent a totally new thing. I was trying to make a new example of an existing type of thing. So it still makes sense that I would look to other examples to see what that kind of thing is supposed to look like.) 

While I was probably drawing on the collective teachings of the OSR blogosphere of the time, I know that I was also intentionally basing the structure on the 10 minute outdoor hexcrawl from Lesserton & Mor, the advice about strict time records and strict movement records from The God That Crawls, and some of the ideas about what "weirdness" in an adventure looks like from The Monolith Beyond Space and Time.

One reason that I feel more better able to attempt this project again today is that I now have a lot more models, a lot more existing examples, to draw from when deciding what an outdoor adventure site ought to look like. Instead of hoping that the handful of things I know about are the best or only way to do things, I can think about my goals, compare several options, and decide what I think will work best for my purposes.

Today, I don't think the models I picked back then were really the right choice. I still like Lesserton & Mor, but it's meant to involve pretty open-ended ruin crawling over the course of multiple expeditions. It's way too big and way too sparse compared to what a superbloom oasis should probably be like. The other two titles I was critical of even at the time, but it's obvious to me now that back then I was influenced by their claims about the "right" way to measure space and time in a game, and the techniques available to show that a place is both unreal and dangerous.

(Something interesting can happen when people, perhaps especially kids, try to create something by following a model when they don't actually have enough information about the model. Most often, you get something incomplete, what you might call a cargo cult game if you were feeling uncharitable. But presumably, you sometimes get something innovative, if the game maker can recognize the gaps in their existing knowledge and fill them in with invention and creativity, something like Calvinball, except, you know, real.)

(As a kid, I knew that D&D and other games like it existed and had combat, but I had no idea how it should work. I assumed combatants should have roughly 60 to 100 hit points - in retrospect, I'd guess my kid self unconsciously picked a number range that was familiar from the grades you get at school. I also thought combat should somehow involve hit locations. Beyond that I didn't know what to do though, so I was left with something partial and nonfunctional.)
 
 

Here was the adventure I'd planned - a giant team of zero-level characters is assigned to go pick flowers that only appear at a certain oasis after a super heavy rainfall, and only bloom at night. You have three set encounters on the road to the oasis, then run into bandits waiting to ambush you just as you arrive, then finally get to an oasis made up of 120-yard hexes (aka, 10-minute hexes). You arrive at noon, unless you spent too long on the earlier encounters, and have until 9pm to explore until nightfall. The flowers bloom at midnight and can be harvested until 6am. 

Also the very first encounter is a different garden with a big "Do Not Enter" sign out front, where magical gun-flowers are growing, and if you take them, the GM should track everything you kill, because their ghosts will come back to haunt and attack you at 1am, the "Witching Hour". The GM is also of course tracking the time in 10-minute increments from, at a minimum, noon on the first day to 6am on the second. Also the GM should track and impose penalties for lack of sleep and dehydration. Also also, you have to harvest the flowers, because the guy back in town who "assigned" you to go pick them "knows" how many to expect you to bring back, lest you get tempted to do something between midnight and 6am besides say "I harvest a flower" over and over whenever you're not fighting something that's ambushed you.

The oasis is divided into four main sections, plus the Central Basin. You enter via the Wildflower Garden. To one side is the Succulent Garden, which has friendly plants but more dangerous wildlife, and the other side has the Cactus Garden, with dangerous plants but basically harmless animals. The back, which is more optional, since you don't need to pass through it to get to any of your goals, has the Rock Garden.

I was aiming for a mix of prosaic reality and outrageous unreality, but in terms of what I actually wrote, there was probably a bit too much of the mundane, and not enough variation in tone. Worse, the "unreal" things I wrote seem less like real interactive encounters and more like exercises in frustration. There's the giant unkillable sandworm. The unkillable and ever-multiplying puppy snails. The unkillable ghost who wants to steal your stuff. The mirage that lets you find whatever you want, but it vanishes as soon as you leave the hex. Plus the mandatory ambush by bandits, and the likely overwhelming mandatory ambush by ghosts if you were foolish enough to dare kill anything with the super cool magic guns in a game whose goal is to kill things and take their stuff.
 
 
 
Too Much Simulationism, Not Enough Gameism

At the risk of oversimplifying a rather elaborate of game design preferences, let me loosely define simulationsim as a preference for game mechanics that at least appear to recreate real-world conditions within the game world. Gameism is a preference for mechanics that are more abstracted. So measuring distance in feet or miles, counting time in minutes and hours is more simulationy, measuring distance in hexes or point-crawl-nodes, counting time in turns or "watches" is more gamey

We can imagine two archetypal endpoints, and a continuum of mechanics between them. I tend to think of mechanics that are more "zoomed-out" and more indivisible, that is, focused on bigger distances and longer units of time, without allowing for incomplete travel or partial distances, as being more game-like. Mechanics that measure things on a smaller scale, that break out the rulers and the pocket calculators for partial measurements, that are more "zoomed in" and more granular, I think of those as being more simulation-like

Importantly, I would say that Gygaxian strict records, for time or anything else, are more simulationy. My own preference, personally, is for things to be more gamey. So when I look back on my previous plan, to track time of day in 10-minute turns, with specific weather effects at specific hour markers, that now strikes me as being too simulationist. I want to unshackle the adventure from a strict one-day time frame, allow more fictional time to pass, and reinforce the desired dreamlike or hallucinatory aesthetic by making the passage of time more abstract and less tied to a precise clock.

Likewise, my map with its hundred-plus hexes, most of which were empty, both because I hadn't finished keying them, and because I think I thought each interesting hex ought to have a buffer around it, now seems to me like it would benefit from becoming more gameist. A point crawl map would allow for the desired "travel time" between each site, it would allow each site to be interesting, and it would almost certainly reduce the total number of sites that need to be numbered and keyed. And again, by zooming out from strict, small hexes to larger, indeterminately sized point-crawl-nodes, I can allow the fictional space to expand a bit, rather than feeling so cramped and claustrophobic. 


Too Much Railroad, Not Enough Sandbox

While my original plan for this adventure was not strictly linear, there were some major guardrails thrown up to keep players "on track." There was a small linear section leading to the oasis, and a couple unavoidable encounters at the beginning and end of that section. But the biggest obstacle to player freedom was framing the whole thing as a mission on a very tight time schedule. Because the characters came to the oasis with a specific objective that they could only achieve at a specific time, the whole adventure was set up so that there was a "right" thing for the players to do - namely to go straight to the flowers they were after and camp out until nightfall - and plenty of punishments if they chose to do the "wrong" thing and actually explore the big, interesting environment surrounding the one little patch of ground they were "supposed" to care about.

So like, obviously actually playing the game of D&D in a way that's any fun whatsoever requires the players to act with less than military precision and discipline. March in, secure the perimeter of the site, gather the resources, march out - tactically smart, I guess, but deadly boring, and it provides no real opportunity for players to make meaningful choices, except to follow orders like a soldier and succeed, or act like you're playing a game and get punished for it. I'll say more about this in the next section, but for whatever reason, at the time, I felt like I was following a zeitgeist that said that adventuring should be a choice, and it should be the wrong choice, because it's dangerous and irrational, and therefore adventures should be set up to reinforce to players that they're making a mistake by adventuring.

To my mind, one of the best ways to make meaningful choices is when there's no obviously right answer. There are alternatives, each with benefits and drawbacks. But if there's one option that's just objectively better than the others, selecting that option is a choice, maybe, but it's not a meaningful choice. Recognizing that option for what it is might require skill and good judgement, but once you know it and see it, doing the thing that's right and easy is more like a foregone conclusion than an actual decision. (Note that I think this is as true of character "building" options as it is of the choices you make once the game begins.) 

So in revising the adventure, I want to give the players more choices to make, and I want the those choices to be about how to explore the site, not whether to explore it or stay on-mission. Instead of set pathway leading to the entrance, there will just be an entrance, and there will be no high-stakes mandatory encounters at that entrance. I might still like to have some effects that are tied to the weather and time of day - but those can be random encounters rather than something the GM needs to devote a lot of effort to tracking. There will still be a special garden at the heart of the oasis, but no extremely strict schedule the players need to follow in order to reach it without arriving too early or too late. And the garden will only be one reason, out several to explore the site. There should be plenty more to see.
 
 
Too Much Negadungeon, Not Enough Fun Dungeon

There's a strain of Foucauldian discipline to the way that a lot of mid-OSR scenesters talked about "the right way to play" on their blogs and on Google Plus. It was all about going slow and steady, always checking for traps, always pausing to listen at doors, always searching for secret passages and hidden treasures, constantly checking and re-checking for any sign of danger, producing a map at least as accurate as the GM's while eking a slow path through the dungeon. I don't know how often people actually played like that, but enough people were vocal enough to make it sound like it was an expectation. This was dungeoneering as a player skill, and the apotheosis of this mindset, I think, is the so-called negadungeon, the dungeon that forces you to play in the preferred style, because if you don't, it will kill your character.

I don't think I was consciously trying to make this adventure site into a negadungeon when I first started writing it, but I was consciously influenced by the conversation around negadungeons and the way that they (according to some people, anyway) represented the absolute pinnacle of correct design for an adventure meant to challenge the players rather than the characters. I've made a small reading list of my favorite posts on the topic, which I'm not going to individually summarize, but you can read if you'd like. Essentially a negadungeon is a place that's not for you - everything is dangerous, the rewards aren't worth it, and every mistake you make compounds to make the further sections even harder than the previous.
There can potentially be interesting choices between something that's right and difficult and something that's wrong and easy, but usually only if you're talking about a moral dilemma. It might be better to call those options good and difficult and bad and easy, instead. That dilemma is a great motivator in literature, everything from Felicity Learns a Lesson to "The Ones Who Walk Away From Omalas". But stripped of its moral dimension, I would say that this dilemma becomes less compelling as the basis for making decisions in a roleplaying game. Right and difficult has its place even when right just means correct and not virtuous - we admire artists, athletes, and craftspeople who can do things well that are difficult to do at all, and games like chess have correct strategies that are hard to learn but result in winning the game because you've played it well.

If you as the GM adopt a strict, mid-OSR mindset that players should choose between playing the game in a way that's right and boring or wrong and fun, first, you can expect your players to dispute your definitions of right and wrong in this context, (roleplaying is not that kind of game, or at least not indisputably so) and second, you can expect almost everyone involved to get very frustrated very quickly. Even Gary hated how Gary's GMing taught Gary's players to play. 

There's a reason why Old School authors beg you to bring along as many mercenaries and baggage carriers as you can afford, why Dungeon Crawl Classics sends you in with three back-up characters trailing behind you, and why every official edition since 2e has given starting characters the maximum hit point from their starting Hit Dice - it's because people want to play the game in a way that's fun without having to stop to make up new characters every 15 minutes. They're different solutions, but they all accept the same basic premise, people want to have fun more than they want to be painstakingly cautious.

Here's the thing. When I was talking about decision-making, earlier, I noted that if there's just one obviously right choice and a bunch of obviously wrong ones, then it's not a very meaningful decision at all. It doesn't actually require a lot of skill to run through a rote laundry list of standard precautions before taking each new 10' movement - just a willingness to endure hours of tedium. And if everything in the dungeon is a deadly trap, if everything you interact with punishes you for interacting with it, then it doesn't take much skill to just not touch anything - again, just a willingness to hear a lot of room descriptions and never ask for more detail or engage with the environment except to wander through it like a museum where everything is protected by velvet ropes.

So when I remake this adventure, I want it to be less negadungeony. I want players to explore the oasis, and I want them to be glad they explored it. In addition to not having a "script" of instructions from a patron, exhorting them to go straight to the MacGuffin Garden without poking around off the beaten path, I don't want the rest of the oasis to so dangerous and so unrewarding that you wish you hadn't bothered investigating anything. Obviously it's a balancing act, because there need to be monsters, hazards, and other dangers, but there should be worthwhile treasures and rewards as well, and the mix needs to be weighted enough toward the good stuff that the players want to continue trying to figure things out, even though their characters sometimes suffer for it. The gardens should be full of wonders, and while those should sometimes be deadly too, they should remain enticing rather than forbidding.
 
 
The point of all this critique isn't to beat myself up about what I wrote before, it's to take stock of my mistakes so that I can do a better job the next time. So next time, in part 3, let's start writing!

Tuesday, February 22, 2022

American Power Elite Factions in CRAWL-thulhu

My vision for the world of CRAWL-thulhu, is that it resembles our world in the 1920s and 30s, though obviously with some more menacing elements.

I imagine a world that never had a Great War, but is still roiled by factionalism and the looming threat of mass violence. There are sensitive people, I think, who can detect psychic vibrations or spiritual echoes or astral resonances, who know that their world is overdue for catastrophe and rebirth. This is a world of dreamers, and everyone's dream is to remake the world with their philosophy, their ideology ascendant, and all their competitors ground to dust. A thousand dystopian futures wait just beyond the horizon. Too few people want peace, too few appreciate the benefits of stability. Everyone wants the apocalypse to happen so that their preferred post-apocalyptic scenario can be the one to become reality.

Factions in CRAWL-thulhu serve two purposes, one pragmatic, the other thematic. At a practical level, I want adventures in CRAWL-thulhu to revolve around solving mysteries, and factions provide a gameable way to supply suspects. Each suspect represents a group, a faction, and it is their membership in the faction that makes them suspicious. I'm not interested - in this game at least - in mysteries that revolve around family relationships or inheritance or romantic infidelity. I don't want mysteries that are solved by blood or love or money. I want mysteries that revolve around a conflict between irreconcilable ideas and incompatible goals, and factions provide a way to make those conflicts larger than just the individual combatants. If everyone is a representative, everyone is an agent, then the personal becomes political, and solving the mystery, resolving the conflict, becomes a way to influence the future of the setting.

That is the thematic purpose of factions, as I see it. They provide a bridge that links the grandiose ideas, the apocalyptic plans, the dystopian ambitions that define the setting, on the one hand, and the player characters as individuals who are mostly interacting with a handful of NPCs in a relatively constrained space, on the other. Factions mean that the suspects are suspicious because of what they think, what they want to do, what they would do if they could, and catching the culprit means pushing doomsday a few minutes further off into the future.

The guilty faction in CRAWL-thulhu mysteries should, I think, be chosen randomly. A lot of people are both players and referees, and I want them to be able to have fun too. If I picked a single guilty party and wrote that down, then it would be possible to spoil the mystery. Either someone played this one before, or someone saw it when they were leafing through their copy of the zine, or some reviewer gave the solution away on the blog, or whatever. If I picked the answer, it would be possible for the players to know it without actually solving the mystery. But if the answer is selected at random from a list of possibilities, then it must be a surprise, and something that has to be solved.

One mystery I'm working on involves a series of lavish, luxurious house parties that span America. I know I want one in Gotham (my stand-in for Chicago) and another in Metropolis (my replacement for New York). I'm still deciding on some of the others. The house parties are mostly full of the rich, the famous, the people who control America's military and political and cultural power.

There should be obvious factions among them. Hollywood, Wall Street, the Ivory Tower. I also want there to be secret societies. These aren't announced. To recognize them, you have to talk to people, hear about the terrible, beautiful things they would do to the world if their faction were ascendant over all the others, and recognize an eerie sense of deja vu that tells you that in addition to whoever they say they're working for, they also serve another master. That seems more difficult for me to accomplish as a writer, and more difficult for the players to determine as part of their investigation, but hopefully more rewarding as well.

As an example, imagine a spy organization, mirroring the real world CIA, who has successfully bought the loyalties of Abstract Expressionist painters and Literary Fiction writers, who have a plan remake the ideology of the middle and upper classes by smuggling it to them via their most vaunted and elite artists and authors. That would be quite a thing to uncover, if you could recognize what you were seeing, if you could remember where you heard that turn of phrase before, if you could sus out the true loyalty of the people who say they belong to one group, but really owe their allegiance to another.
 

Thursday, February 17, 2022

My Brilliant Friends - A Conversation with WFS of Prismatic Wastelands and Barkeep on the Borderlands

My friend and Bones of Contention coauthor WFS is kickstarting a pointcrawl adventure called Barkeep on the Borderlands. I got added as a coauthor thanks to a successful stretch goal, and most of the Skeleton Crew will also be writing bars for the crawl, along with OSR luminaries like Chris McDowall and (potentially!) Luka Rejec.

As the final weekend of crowdfunding approaches, I chatted with WFS to ask him some of his inspirations and his feelings about real-world barcrawling.
 
 
Anne - So Barkeep on the Borderlands and the Raves of Chaos are obviously inspired by the widely owned, widely played, and widely criticized D&D adventure, The Keep on the Borderlands, and the Caves of Chaos adventure site. There have been a couple of interesting responses to the original Keep in the last few years. Alex Damaceno's Beyond the Borderlands zine and Greg Gillespie's Forbidden Caverns of Archaia spring to mind immediately.

You've actually written before about your thoughts on Keep, but if you'll indulge me, why did you decide to make your barcrawling adventure a kind of response to this classic?

WFS - Many of my best ideas begin their lives as puns, which was the case with Barkeep on the Borderlands. I typically have a few score ideas swirling around in my head at any given time, and in this instance two of those combined. On the one hand, I had been rereading some classic modules and found The Keep on the Borderlands very interesting - as evidenced by my blog post you referenced. On the other, I was nostalgic for a simple pre-pandemic pleasure that I had taken for granted, which is hopping from bar to bar with a band of friends. Somehow the two ideas slammed into each other and I thought of two puns, both the title “Barkeep on the Borderlands” and the more descriptive subtitle “a Pubcrawl Pointcrawl.” From the title alone, I felt like I had a lot to work with. 

I think combining two disparate elements into a cohesive whole is a really helpful creative exercise. It’s why the spark tables in Electric Bastionland are so genius. You have to figure out how the two ideas fit together and come up with something totally unique. For Barkeep, I had to figure out how a pubcrawl fit into the world presented by Keep on the Borderlands.

Anne - And why do you think it's such a popular adventure for people to respond to? Is it just that it was included in Holmes' Basic Set at a key time? Or is there more to it than that?

WFS - I don’t think one can discount its inclusion in the Basic Set, the gateway for so many into the hobby, but there does seem to be something special about the adventure itself. After all, they replaced In Search of the Unknown with The Keep on the Borderlands for a reason. And I think it is because the adventure is itself so basic that made it so useful to early gamemasters and so beloved. It has all you need for the core game loops of D&D: a starting town, a surrounding wilderness and a dungeon filled with monsters. 

But just as important as what it includes is what it doesn’t include. There are no proper names in the module: people are just called the Priest, the Castellan or the Taverner. The political environment is just a sketch: the Keep exists on the border of some civilized land to the west and untamed wilderness to the east (which sounds like the classic West Marches in reverse), but there are no details you might get in later products that tied themselves to Greyhawk, Forgotten Realms, etc. The motivations of the monsters and cultists in the module are also hazy at best. And all of this blank space allows for the gamemaster and player to project their own ideas onto it! After I wrote that post on the module, I heard back from a lot of people how they interpreted it differently, like viewing the chaotic bandits as a scouting party of some evil human empire to the east, or deciding to raid the Keep instead of the Caves of Chaos, or playing the adventure straight as Gygax seems to have intended. The Keep on the Borderlands’ flexibility to contain all of these competing narratives and motivations is its abiding strength.

Anne - I'm curious to know your thoughts on a recent drinking trend. How do you feel about amaro? I know that Brad Thomas Parsons is not single-handedly responsible for the rise of bitter Italian liqueurs, but he is more or less single-handedly responsible for getting me into them. I read his books, Bitters and Amaro, and that convinced me to try them, and from there I've just kept trying new bitter flavors.

WFS - I am really not up on any of the latest drinking trends; I prefer to stick more to the classics, old fashioneds, negronis, whiskey sours and the like. I have had a few amaro spritzes, but didn't find them particularly revolutionary. 

In terms of trends, I am of course aware of seemingly every brand getting into the hard seltzer business, but I'm not too keen on them. Something in that vein that I have enjoyed, however, are the Finnish Long Drinks, which to my understanding actually contains gin. It's no gin & tonic with a splash of St. Germain, but if I'm at a tailgate and everyone is chugging beers, it's probably my canned drink of choice. Any amaro drinks you'd recommend?

Anne - I actually would say the negroni is a good starting point! It's pretty easy to experiment with y swapping out one ingredient to see how you like the taste with a different spirit, or another liqueur instead of vermouth. Campari was my first amaro, then Aperol, then I discovered you can mix them, and by now, I've tried maybe a half dozen others.

I actually thought of White Claw and its cousins as a trend, but I almost never drink them, myself. Somehow almost all the ones I've tried have had a metallic aftertaste. That might just be a quirk of my palette though.

WFS - That’s exposes my ignorance - I didn’t know Campari was a type of amaro. I need to get on your level.

Anne - Admittedly, until I read the Amaro book, I didn't know the word, let alone any examples! I think bitter flavors have become more enjoyable for me as I've gotten older.

Okay, last question. Looking beyond Barkeep on the Borderlands, you named your blog for a campaign setting, the Prismatic Wasteland. You've mentioned before that Luka Rejec's Ultraviolet Grasslands was one of your inspirations. But could I ask you to pop the hood for a moment, and ask you to talk about another inspiration? What's something I could read or watch or listen to that would help me understand a part of the Prismatic Wasteland? And how does the source relate to the final product?

WFS - I’ll give you three, one being a science fantasy book old enough to be on the original Appendix N, the second being a children’s TV show, and the third is another classic D&D module - I have range. 

So the first (and potentially somewhat obvious) answer is Dying Earth by Jack Vance. The stories of the Dying Earth take place amidst the decay of an untold number of decadent civilizations but the stories are about wizards, and monsters and magic. However, what is understood as magic is really the ritual tinkering with ancient sciences and technologies that are no longer understood. This all rings true for the Prismatic Wasteland setting as well.

But the Prismatic Wasteland is bit less dark than the Dying Earth, which while light at times is not always so. I describe the Prismatic Wasteland as whimsical post-post-apocalyptic in genre, which aligns more with my second influence, Adventure Time. Adventure Time was a show that ran on Cartoon Network but garnered a following of adults due to its sense of humor. While it can read as just pure gonzo fantasy at first (with talking animals and a kingdom full of candy people), over the course of the series, it is revealed that the world is the way it is due to a series of apocalypses, and the remnants of the older civilizations, humanity included, are scattered and scarce.

For the third inspiration, we’ll move away from science fantasy and the Dying Earth genre entirely. The Isle of Dread is an adventure for B/X D&D and is only a few years younger than The Keep on the Borderlands. It is also one of the first adventures I ever ran. I have always preferred its flora and fauna (which includes dinosaurs) to the typical pseudo-medieval stock in most D&D settings and adventures. The Prismatic Wasteland setting is similar, but with a more science fiction spin: it takes place across an entire continent, which was terraformed by an advanced civilization to be the ideal vacation resort for an intergalactic populace. But now the island’s many spas, mega-malls, amusement parks, high-end dining and other amenities are unrecognizable, derelict versions of their former selves. And the AI-enabled robotic animals that were designed to be capable of reproduction run wild from the amusement parks in which they were once contained. I call these creatures “animaltronics” and they do include dinosaurs. So I guess I would be remiss in not also listing a fourth inspiration: Jurassic Park.

A book, a TV show, a TTRPG adventure and a movie. How’s that for a variety of sources!

cover art by Sam Mameli

 

Thursday, February 10, 2022

My 2021 in Review

I've decided to "borrow" another idea from Jack Shear and write about my favorite things I read, watched, and listened to in 2021. Every month, Jack writes a Total Skull post on Tales of the Grotesque and Dungeonesque, and every year, he and Tenebrous Kate records a Best Of episode of Bad Books for Bad People. (Readers with photographic memories may recall that I previously copied Jack's Unholy Misc format for my own Miscellany series.)


The Best Things I Read


 
Genre Fiction (tie) - The City in the Middle of the Night by Charlie Jane Anders & Fire Time by Poul Anderson

I really love the worldbuilding in City in the Middle of the Night. We're on a small, tidally locked alien world with human two cities built at the cusp of Day and Night, Xiosphant, the clockwork city, and Argelo, the city that never sleeps. Anders describes their cultures and languages in a way that makes them feel distinctive, real, and alive. The world is hostile. Whatever star they're orbiting is deadly bright, so the Day side of the planet is utterly off-limits. The Night side is dangerous, but human tech can function there briefly, and there are some interesting aliens living in the dark. The early history of the human colonies are very gameable, with the mothership sending "treasure asteroids" to crash on the surface, where teams of explorers, kitted out in environmental suits and snow-crawlers raced into the Night to recover the mineral wealth.

City must be, I think, an example of what critics derisively refer to as "squeecore". There are two protagonists. One is a working class girl, Sophie, with an obvious crush on her upper class friend. They play at political revolution, and Sophie ends up taking the fall when the police come looking for someone to execute. She only survives because she discovers how to communicate with some of the Night side aliens. The experience is traumatic, and for the rest of the book that trauma is never far from the surface. The other protagonist, mouth, is the lone survivor of tribe of nomadic people who traveled the entire length of the small globe. Now she runs with some daring black market traders who sell contraband back and forth between the feuding cities. Sophie and mouth start only peripherally connected, but the actions of one inevitable affect the other. None of the book's tentative romances are ever consummated, but several characters go to rather extreme extremes to enact their political beliefs, or empower themselves, or just do what they think is right.

Fire Time has another weird ecology. The planet Ishtar is in a trinary system, with one star like our sun, one inconsequential dwarf, and one red giant on an extreme elliptical orbit that exposes Ishtar to a century of much hotter weather once every millennium. Humans have a small colony on Ishtar and are trying to use their technology to help the native civilization survive the titular "fire time" - in every previous era, nomadic peoples from the planet's hottest regions migrate and sack the cities, which alongside predictable flooding and agricultural failures has always led to the collapse of the sedentary governments. At the outset of the book, the humans on Ishtar are forbidden by Earth to continue their plan so they can make ready in case they get pulled into a conflict started by humans on another alien planet, one with no indigenous life, where the human colony's conflict with the colony belonging to a second alien species has metastasized to the point where both homeworlds are involved, in what feels like an analogy to the actual Cold War. The plot is essentially a tragedy - a conflict on Ishtar that could be averted isn't because of politics on Earth.

I'm impressed by how many ideas Anderson manages to pack into a 200-ish page novel (compared to the 300-400 that's standard today). We get at least two factions of humans, two of the Soviet-analog aliens, two very well developed groups of Ishtarans, a half-dozen viewpoint characters, great worldbuilding around the ecological and cultural effects of the trinary stars, and especially great worldbuilding around the biology and ecology of Ishtar. The handfuls of Terran crops are the only food on Ishtar the humans can eat, and soil that grows one planet's native plants can't grow the other's. The most common Ishtaran plant is called "lia", which I imagine looking like sansevieria. There's also a third type of life on Ishtar, one that only lives in the otherwise uninhabitable regions, except during the fire time. Tauran life originally came from a planet that orbited the red giant before it got too big and too hot. Their astronauts came to Ishtar a billion years earlier and all died out. But their gut bacteria survived, and from those evolved new multicellular life, and eventually new sentience. The Tauran's are essentially made up of "left handed" molecules compared to both humans and Ishtarans; what nourishes one is basically indigestible to the others. Anderson's world is mind-expanding to imagine.


 
Literary Fiction - Famous Men Who Never Lived by K Chess

I mentioned before that I wanted to read this one, and last year I finally did. Famous Men Who Never Lived tells about the 100,000 refugees who come to our world from a parallel Earth that diverged around 1910 and experienced a different 20th century. We closely follow Hel, short for Helen, and some of her friends. Hel is obsessed with the science fiction novel The Pyronauts, which tells a story like a reversed War of the Worlds mixed with Fahrenheit 451. In it, Martians come to Earth in peace, bearing gifts of wonderous technology, but by accident, they also bring infectious microorganisms that lay waste to our plantlife, including our crops. The titular pyronauts, of this book within a book, are men dressed in environment suits, armed with flamethrowers, who burn away the infected plants to prevent the alien spores from spreading. Chess gives us Hel's summaries, rather than raw text from the fictional Pyronauts, but she's invented a book that feels like it should exist, and could have been written in a slightly different 1920.

While trying to find support to build a museum to the lost culture of the dead world the refugees escaped from, Hel either loses the book or it's stolen from her, and the lost book becomes a symbol of everything she left behind and had to give up. The perspectives of the other characters help to fill out the strangeness of the other 20th century, and the magnitude of the loss of an entire world. This was one I read knowing that it would confront me with my own grief about the pandemic.


 
Poetry - Eunoia by Christian Bok

The heart of Eunoia is a series of five prose poems, each written using only words that contain only a single vowel. So there's an A poem, an E poem, etc. Each poem is packed with as much assonance and alliteration as Bok could fit into them, and each includes, among other things, a feast, a drug trip, and a sex scene. Even moreso than other poems, these deserve to be read aloud, and I found the entire exercise to be a real delight.

Here's the merest sample: "Hassan gnaws at a calf flank and chaws at a lamb shank, as a charman chars a black bass and salts a bland carp. Hassan scarfs back gravlax and sprats, crawdads and prawns, balks at a Parma ham, and has, as a snack, canard a l'ananas sans safran." So good!



Nonfiction - A Game of Birds and Wolves by Simon Parkin

A book about the secret history and forgotten contributions of women doing classified work during WWII, somewhat akin to Hidden FiguresGame of Birds and Wolves tells the story of the women in the British navy who got recruited to design and run a wargame that would first discover tactics to prevent the German U-boats from sinking so many cargo ships, and second teach those tactics to the commanders of the British fleet. You learn an awful lot about the navy, women in the navy, and submarine combat along the way. 

One pleasurable discovery for me was realizing that the somewhat arcane rules followed by Romulan Warbirds and Klingon Birds of Prey in the original Star Trek series, when they use their cloaking devices, rules that don't really make sense if there's just a forcefield that turns them invisible, are the rules that govern how submarines engage in combat. Underwater they're invisible and too deep for torpedoes to touch, but move incredibly slowly, can't fire their own weapons, and are vulnerable to correctly aimed depth charges.


The Best Things I Watched
 


Animated Television (tie) - My Hero Academia & Avatar: The Last Airbender

I started watching more anime this year primarily because it fits neatly into my lunchbreak at work, but I've enjoyed the opportunity. My Hero Academia is basically a Harry Potter story with superheroes instead of wizards. It's also a lot of fun. It's set in a world where about ¾ of the population has some kind of superpower, or "quirk". These range from classic superhero powers to some real oddities, like having tape dispenser elbows or headphone jack earlobes. The main character, Deku, is born without a quirk, but wants to be a hero, and idolizes All Might, who's a Superman / Dumbeldore figure in this story. He gets a power, gets into school, and begins his journey, and by the end of season 5 the story has nearly reached the second year of high school. (The first year is, uh, eventful!) I especially like the way the world outside the school has started to open up in the last couple seasons, and am looking forward to catching season 6 in the fall.

After finishing My Hero Academia, one of my coworkers recommended I try Avatar, and I'm glad she did! If I had known how much I'd like Avatar earlier, I too might have contributed to the wildly successful Kickstarter. The world here is divided into a continent that's home to the Earth Kingdom, a major archipelago that houses the Fire Nation, the north and south poles where the Water Tribes live, and assorted mountainous islands that used to be occupied by the Air Nomads. Oh yeah, and each society has a significant and elite minority of "benders" who can control one of the elements.

The story opens after a century of war waged by the Fire Nation on all the others. Water Tribe siblings Katara and Sokka discover an magic iceberg, containing Aang, the current reincarnation of the Avatar, who disappeared just before the war started. They travel the world learning magic, initially pursued just by the disgraced Fire Nation prince, Zuko, and later by other agents of the Fire Nation. As our heroes travel, we see the cost of war, but also the reasons one might fight to retain autonomy, the importance of a peace based on coexistence rather than conquest. There are a lot of likable characters, but to my mind, Zuko is the most compelling. He's a deeply flawed person, but also the one who I cared most about what he did, and who I knew least whether he would do what I hoped. I also have to mention how much I love the animals on this show. They're all combinations, bat-lemurs and vulture-wasps and turtle-ducks and the like. They're really delightful!
 
 

Live Action Television Television - Counterpart

My only ambition in watching Counterpart was to watch a scifi spy thriller, and to see JK Simmons playing two characters in the same show. It's fair to say I got more than I bargained for! In this show, there are two Earths, one essentially like ours, and one harsher and more mysterious, for reasons that are initially unclear. The two worlds are connected by a single doorway in East Berlin, with an embassy on either side, with very tightly controlled travel and communication between the two worlds. The existence of the doorway is a secret, and so there are lots of spies on both sides trying to learn about one another and steal technology.

The show opens because someone hired an assassin on the other side to come to our world and kill certain people. Simmons' character, Howard, a minor bureaucrat who doesn't even know the nature of the secretive organization he works for, gets recruited to help out because his comatose wife is one of the targets. The assassin, Baldwin, was the first element to draw me deeper into the show than I expected. I found I couldn't take my eyes off of her; the actress's performance is electric. The other element I couldn't resist was learning more about the secrets of the two worlds, how they came to be connected, and the global flu pandemic in the 1990s that made the other world so harsh and cruel in its dealings with ours. I didn't expect how important that fictional pandemic would be to the show, or how much it would engage my emotions.
 
 

Documentary Television - Alien Worlds

If I were to add a couple more to this category, I'd recommend the glass arts competition Blown Away, or the ceramic competition The Great Pottery Throw Down, but the show that really exceeded my expectations was Alien Worlds. I'm a big fan of speculative biology, and this show doesn't disappoint, but what I especially liked was how much it was all grounded in extrapolating from the biology of Earth. The very first interview in the first episode is with the man who discovered the first exoplanet! I was also deeply impressed by the tour of the Danakil Depression.

There are only four episodes, but we see the airborne life that thrives in the thick atmosphere of a planet with twice the mass of Earth, the adaptive radiation of the same genus into different species on the night and day sides of a tidally locked world, the overflowing fecundity and complexity of the food chain on a world with a binary star, and the possible long-term future of an intelligent species on an Earth-like planet around about to become a red giant.
 
 

Film - The Night is Short, Walk on Girl

I probably watched more television than movies last year, but The Night is Short, Walk on Girl leapt to the front of my mind when I thought of things I'd enjoyed. We follow an unnamed and very charismatic young woman, a college student, as she enjoys a very long night of drinking, book fairs, and street theater. She quickly collects a group of fellow bon vivants, and a luckless grad student with an unrequited crush on her. This film really captures the joy of the night life, and reminded me how much I miss it, how much fun it used to be to go out on the town.

I have two reservations worth mentioning. First is that in the final act, a rather nasty common cold spreads among all the revelers in the film, sending all of them home to bed, and leaving the streets eerily empty in a way that looked too much like the first lockdown. One character even rhapsodizes about the rapid spread of communicable diseases as a manifestation of human camaraderie. It was impossible for me to watch that and not think about the possibility of people spreading something worse than a simple cold. 

My second reservation is that I don't really like stories about men pursuing romance with women who don't know them; the chases always feel sinister to me and the happy endings almost always feel false. By the end, the grad student guy learns how to stop acting like a stalker and start acting like a friend, and the "end" of his chase is simply that they make a tentative start at dating. But neither set of qualms is enough to knock this from its spot as my favorite movie I watched last year.