Wicked Wednesday: Real World Evil

My original plan, with it being October 1st (the unofficial start of Halloween season) was to produce a Wicked Wednesday based on the imagined evils of the season: ghosts, goblins, witches and the like. However, today a real evil reared its head and I feel the need to talk about it. There’s nothing in here for your D&D game, so I understand if you don’t bother reading this post, though I do think it will be of some value to some of you, anyway.

 

In the case you have never clicked my “About” page, I should tell you first that I live in Newtown, Connecticut and my children attended Sandy Hook elementary on December 14, 2012 when Adam Lanza attacked the school and killed 20 children and 6 educators, after murdering his mother in their home and before killing himself as the police arrived. If you are interested in greater detail about what happened that morning, please read the essay I wrote following the event. Suffice it to say, the day deeply affected our family. My children both survived, but my daughter lost many friends, eight of whom were Daisy Scouts in my wife’s troop. My wife was a first hand witness to the carnage and still deals with Post Traumatic Stress from the incident. Since that day, the Sandy Hook Elementary School has been moved to Chalk Hill School in neighboring Monroe, Connecticut. My son has since moved on the our Intermediate School but my daughter remains at Sandy Hook.

 

Today, I received a panicked phone call from my wife. She could hardly speak, barely breathe. The kids had dentist appointments this morning, and I knew she would be dropping the kids off at their respective schools afterward. (As an aside that I did not realize until this very moment, I had a dentist appointment on 12-14.) When she dropped off my daughter, there were police cars with their flashing lights on. She was assured she could leave my daughter at school, however, and did so with some trepidation. By the time she got home, the resurgent terror and helplessness of 12-14 had bubbled up in her beyond control. That’s how PTSD works. She called me in a full on panic attack, certain that she had made a terrible mistake. Excruciatingly, I talked her down and calmed her. A few minutes after I got off the phone, she called back, her panic returned. The school had sent out an alert: there was a threat and our daughter, who had only a little while before been safe with my wife, was at the school. My wife was both terrified and guilt stricken.

 

It was not long before we received emails and phone messages assuring us of the safety of our child. They had been evacuated. There would be an early dismissal. The threat was of minimal or no credibility. All of that was good news, but of no consequence to already traumatized parent who, like my wife and I, had stood in a parking lot on a cold winter day, holding one another against the horror that our children would not come out of that school alive. And that is where the evil comes in.

 

It is impossible to argue that someone calling in a bomb threat is as evil and monstrous as one who kills innocents. That said, the desire to inflict massive psychic trauma upon innocent people is indeed a mark of an evil and monstrous mind. Someone, somewhere (and we don’t know who yet, and perhaps never will) chose to create panic and terror among traumatized children, educators and parents today. Why? To what end? Entertainment? Revenge against some imagined slight? Perhaps it was a Sandy Hook Hoaxer or a 2nd Amendment Extremist who wanted to harm those who were seen as enemies to their world view. No matter that motivation or the identity of the individual responsible, one simple truth can be ascertained: that individual is evil, in the way the real people can be evil to one another every day.

 

If you have kids, hug them. If you don’t, do something nice for a child you do know. Maybe give a little to a PTSD charity or an organization dedicated toward understanding the roots of violence. In any case, do something to make the world a better place.

 

Oh, and if you are the person called in the threat to Sandy Hook today, go fuck yourself.

Little Stories

For some months, I have been having trouble with Writer’s Block, especially when trying to write fiction. But here’s the thing: as soon as I decided to refocus this blog on 5th Edition D&D, I have written over 8,000 words — I know, that is not a lot compared to many of you, but compared to the 0,000 I was writing before, it sure is. A small portion of that has been my Guardians of the Galaxy review, but the majority has been writing game related articles. At first I was surprised,a nd then I was concerned: am I incapable of writing fiction? Have I exhausted my ability to create stories? Don’t get me wrong: I love game writing. I cut my professional writing teeth on game writing, for White Wolf Publishing’s Exalted and for Sword & Sorcery Studios’ Gamma World d20. But real life intervened and it has been a very long time since I have done any professional game writing. And, if I am being honest, I do not foresee a career in writing game material at $.04 per word.

 

Then, something occurred to me: the little articles I have been writing here for D&D 5E are stories. More specifically, they are made up of many little stories. I am not a game designer — they do math and play test things and generally make games work correctly. I am a game writer — I come up with some wacky stuff that makes for a fun experience around a table with a bunch of your friends. When I write about Fantastic Fountains, Vicious Monster Variants, or Pommel Stones of Power, what I am really doing to creating a handful of small stories in each of those articles and asking you, the reader and game player, to jump into that story. I could limit my Vicious Variants to a couple of sentences adjusting the monsters’ game statistics — after all, the stated goal is simply to provide more utility from those creatures while awaiting the arrival of the official D&D 5E Monster Manual — but instead each one gets a couple hundred words. Why? Because tabletop role playing games like D&D are themselves stories, series of linked tales that comprise one grand epic (which may or may not end with the “heroes” in the stomach of a hungry troll).

 

Realizing this has been helpful. I know that I am not stuck in the ghetto of game writing instead of writing actual stories. I am writing stories, and it is a short step from here back into the world of prose fiction. And, just as importantly, there’s nothing wrong with being here in the first place: game writing isn’t a lesser form, and even if the pay isn’t as good, well, no one is paying for my fiction at this point either. ;)

 

Thanks for reading, and if you are enjoying what I do, don’t forget to Share and Like.

Flash Fiction: Prose Songs

I am not especially a music fan. That is not to say I don’t enjoy music — I do — but I don’t invest the kind of mind space in it I do, say, comic books, movies or gaming. I do listen to music, but usually just as background noise at work or while I write. As often as not, the music I am listening to is associated with one of the things I do care about, in the form of scores to films and games I enjoy. There are a couple of other genres I enjoy as well: 90s alt rock and grunge, tied mostly to the fact that I was in my late teens and twenties during that time, and Blues and Celtic music (usually traditional songs by modern bands). Then there are the occasional pop, rock or other genre songs that just seem to fit (Of Monsters And Men’s “Dirty Paws” is a big one for me right now) or bands that are the only one in their genre that I like (Caravan Palace is great, but I have yet to hear another electro-swing band I like).

 

So what does any of this have to do with writing? Just today, as I was working at my desk, listening to Pandora, trying to concentrate on an excel spreadsheet but really thinking about this story I just cannot seem to get right, and the aforementioned “Dirty Paws” came on. For some reason, today was the day I realized why I liked that song so much, and why both Blues and Celtic are compelling to me: it tells a story. This is likely to sound obvious and maybe even a little stupid, but I had never really deeply considered my own tastes in music since, as I stated, music is generally not a big deal for me. But with that small realization, I not only started thinking about all the songs (as well as musicals, from The Little Mermaid to The Little Shop of Horrors) I really like, but also the very idea of story and how it speaks to me. Into this jumble of thoughts on music and narrative crept one other question that is nearly always floating around in the back of my writer-brain: why flash fiction?

 

I love flash fiction, both writing it and reading it. There is something about the brief, yet complete narrative that exemplifies the form. There is a lot of bad flash fiction — most of it not bad because it is poorly written, but because it usually represents a piece of a story or a vignette, rather than a whole story (and I include plenty of my own in that category) — but the good is really, really good. And it was in the convergence of these apparently disparate subjects, music and flash fiction, that the answer came: a good flash story is the same as a strong ballad or narrative song. They are both a form of story that takes just a few minutes to consume, but can be experience over and over to find the nuance and little details or just to *feel* its impact again.

 

I don’t know anything about songwriting, so I will not presume to make comparisons other than to guess there is some degree of similarity, but I can say that a good flash fiction story is very difficult to write. For all its brevity, crafting it is a painstaking process. Trained by Big Fat Fantasies and Unending Series and Bloated Literary Darlings, as writers we tend to use far too many words. That is not to say that there is not something wonderful in beautifully crafted, dense prose or a complex web of characters and subplots, but core narratives, the hearts of stories, can usually be distilled down to simple, powerful statements. Look no further than micro fiction like Six Word stories (when I first started my twitter feed, it was all #sixwordscifi) for proof. But getting those narratives trimmed down to size while preserving both artful wordsmithing and meaningful characterization and plotting is a uniquely difficult, sometimes apparently impossible, process.

 

Not every story can be told as flash fiction, just as sometimes a complete album or score is necessary to tell the story through music. But more often than not, I think, a work can be powerful and entertaining and, most of all, satisfying in a mere three to five minutes.

Futility

There is a tyranny in knowledge, an oppressive regime of awareness. If ignorance is bliss, then knowing is Hell.

 

For perhaps a month now, I have suffered from Writer’s Block — why did I capitalize “Writer’s Block” I wonder? Is it a Named Thing, an Entity in itself, rather than a state of my own being? — of a depth and intensity I cannot recall having previously suffered. This is not to say that I have never suffered from it before; I have many times stared at a blank page or screen, or sat re-reading the last paragraph I wrote in a story over and over trying to force the next words to come. But at least then I managed to bring myself to the table (or desk, as it were) and lay my fingers upon the keyboard before uncertainty, fear, inattention of simple laziness stopped me. This past month, I have not even managed that. I have gone well past my usual  procrastination — using exercise or video games or whatever to push off opening up Google Docs — and moved into active avoidance, fearful skulking as if being hunted, like my Muse had been transformed into a hungry beast.

 

I realized that the Writer’s Block had taken control yesterday when, between rounds of Blizzard’s new, highly addictive card game Hearthstone, I actually did the dishes, folded the laundry and cleaned up the dog shit just to have something to do besides going downstairs and writing. Upon realizing this, I was forced to ask myself, “Why?” What was so terrible that I could not even bring myself to simply re-read, let alone revise, a story I have been sitting on for ages? It is not as if I am not thinking about stories and writing and game design and all the other things I usually think about while running or driving or reading (I often have difficulty focusing on a well written piece because it will inspire my own imagination and thought processes; oh, the irony).

 

It hit me while I was procrastinating via the Internet (if some malevolent force wanted life and progress to come to a grinding halt so it could conquer us all, it could have designed no more perfectly insidious a weapon than the World Wide Web). I was reading something linked from SF Signal about writing and selling and publishing, when it all came crashing into my mind at once: the many thousands of books selling single digit copies on Amazon, the millions of blogs and websites (just like this one) with one or two hits per post, the ridiculous success of some very few apparently randomly selected works. For a while now I have been reading blogs and magazines and columns by writers and editors and publishers (self and otherwise) and it all distills to a singular fact: in this noise, whatever words I have, however valid or entertaining or unique, I am but a whisper in the din of a hurricane.

 

Futility. That is the knowledge I gained, and it crushes me.

 

Like Teaching a Chimp Sign Language

Let us imagine, for a moment, that a superior intellect visits Earth. Not simply an alien intellect, different from us, nor one ancient intellect, one roughly our equal but with a million years our senior in technical knowledge and culture. No, I mean a truly superior intellect, one an order of magnitude smarter than we, as we are to the chimpanzee. What could we learn from such an intellect, assuming it was benevolent and sought to teach us?

 

My answer? Not much at all.

 

Washoe the chimpanzee was taught American Sign Language in the late 1960s. Washoe was able to learn about 350 ASL signs, of a total of approximately 7000, or roughly 5% of the language. A chimpanzee is not a stupid creature. It can communicate, lives in social groups and very likely has a culture. What it cannot do, however, is create abstract symbols. According to many scientists, chimps communicate but do not have language. They can learn to use human language, in the form of ASL, as a tool (like they would a sharp stone to break open nuts or a stick to extract termites from a log) but they do not innovate with the language they learn. At best, chimpanzees and other primates can comprehend and manipulate a small portion of what to us comes naturally, because of our innately superior intellect.

 

What does this then mean for us in regards to a visitation by an alien, superior intellect? Assuming the visitors are benevolent, that they wish to teach us and that they are similar enough to us that their mode of communication is fundamentally understandable to us, we could hope for, at best, to understand a small sliver of what they propose to teach. And herein lies the catch: language communicates ideas, and if we cannot grasp the language, we have no hope of comprehending the ideas. Whatever intellectual power allowed them to cross the gulf between stars to come to Earth would be utterly lost on us. Since the language of the cosmos is very likely math, it would be less like us trying to teach chimpanzees to use sign language and more like us trying to teach chimpanzees to do calculus.

 

Interestingly, sadly, the limitations are not simply one way. We are no better at truly understanding the chimp mind than they are at comprehending us. At best, we anthropomorphise the chimpanzee and ascribe to it our own thoughts and emotions, but in a demeaning way. Assuming we were at least somewhat physically similar to our mystery superior intellect, then the best we could hope for is for they to equally misinterpret our motives and crude attempts at communication. However intellectually superior they might be, they would likely be as incapable of reducing themselves to our level and communicating on par with us as we have been with chimpanzees. If they are any thing like us, in fact, we are likely to end up in their zoos and in what passes for their bad comedy films about truck drivers.

 

All this is, strange as it may sound, a best case scenario. It assumes that the superior intellect is similar to us — humanoid, something resembling mammalian, concerned with civilization and culture, egotistically benevolent. What if that superior intellect is fundamentally different than us, however? Then the situation is much less like us and the chimpanzee and more like us and the octopoid. Though they are extremely intelligent creatures, they are also completely different from us. An intelligent alien species that evolved on a world vastly different from our own would not only confound us and be confounded by us the way a chimpanzee does, but would completely defy comprehension in many ways. Would they even recognize us as intelligent beings? Remember — we eat octopus. Alive.

 

If the time should ever come that we are visited by an intelligent species from another world, we should hope that they are our rough intellectual equals. If they are some time — a thousand, ten thousand or even a million years — more technologically advanced than us, we are likely to experience a fate not unlike contact between advanced explorers and aboriginal peoples in Earth’s history. As bad as that may have been. however, it is better than the alternative: to be viewed as just an animal, a lesser being, strange but ultimately a source of curiosity, entertainment and perhaps even trophies and food.

75 Years of Solemn Heroism

 

This year marks the 75th anniversary of the creation of Batman. Last year, it was the 75th anniversary of Superman and while that hero enjoyed broad coverage in the media, I think the Dark Knight is going to be more difficult to celebrate. Not, certainly, because Batman is less well known than Superman — if he is, it is only by the slimmest of margins. Rather, the problem lies with the very nature of the two characters, their inherent differences and their opposite but equivalent places on the spectrum of iconic heroism.

 

Superman is a messianic figure, a savior on par with Mithras or Moses. He represents, in short, hope. Superman fights bad guys, of course, but he is as likely to save innocent lives from earthquakes and meteor showers. His powers are so great that he can halt a tidal wave, extinguish a raging inferno or even turn back time itself. He is a god-like being whose primary interest is in protecting humanity and helping humanity succeed. Superman could end war by enforcing peace, and often writers will have Superman or analogs do just that, but he does not. A favorite trope in Superman stories, when writers are too lazy to create compelling narratives with the so-called “boyscout” Superman, is to cast him in the villain’s role, corrupted by power or despair or rage. But those depictions of Superman serve only to reinforce his fundamental nature as the goodest of the good guys.

 

Batman, however, is different. If Superman represents our desire for a savior, then Batman is a symbol of our desire to act, our need to sometimes get our hands dirty in order to bring about justice. Where Superman is a being of light whose depictions sometimes swing into dark places, Batman is the opposite. His time in the light is a parody of himself; he is most at home in the darkness. Where Clark Kent is the ultimate adoptive child, raised by loving parents to see the good in all people, Bruce Wayne is the ultimate orphan, a victim who is constantly reliving his tragic loss. This is not to imply weakness on the character’s part — some writers depict it as such, an obsession that paralyzes Batman into inaction, while most depict it as the source of Batman’s unending dedication to his his quest for justice. Rather, it is an exquisitely human motivation, one that we can understand, embrace and even, in our darker moods, imagine for ourselves.

 

Both Batman and Superman are adolescent male power fantasies; I do not refer to them in that way to as a pejorative, but as a fact. The men who created both characters were, in fact, adolescent males and they were powerless in a world of depressed economy, crime and corruption. Their heroes had the power to confront these issues, Superman and Batman each in their own ways. Their careers would run parallel from then on, Superman always in the light while Batman would emerge from his shadows to combat alien menaces and laughable villains, only to be drawn back into the shadows where he belonged.

 

This story from CNN illustrates the difficulty with which the modern popular media will have in trying to do stories about Batman at this anniversary. While the people interviewed were certainly inspired by Batman, one feels the need for quiet reflection on them rather than the parades and ballyhoo that Superman’s anniversary engendered.

 

If we imagine for a moment that Batman were real, that Brice Wayne was real, we imagine a hero who is equal part victim. We imagine a man who has spent three quarters of a century trying to come to grips with the worst tragedy a child could possibly suffer, the worst images a child could possibly witness. We imagine a man who has dedicated everything he has, everything he is, to the singular goal of ensuring no child ever suffers like he did, that no person ever suffers like he continues to suffer every day. Batman does not stop earthquakes or alien invasions, he stops killers. Batman does not turn back tidal waves, he turns back tragedy. Batman does not fly in to save our lives, he swoops in to save our hearts and minds. It is heroism, but it is a solemn, dark heroism that asks us to feel dark and solemn things as we consider it.

Inspirational As Fuck

On Sunday, March 9, 2014, Fox (the entertainment channel, not the “news” channel) began their broadcast of the new COSMOS: A Spacetime Odyssey television series.

 

The following video pretty much sums up my reaction:

 

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Whoever that kid is, here is hoping she remembers this in 20 or 30 years.

 

Watching the new COSMOS was an interesting experience. As a fan of science and science edutainment in general, I was pretty familiar with most of the actual scientific information conveyed by the show’s amazing host, Neil deGrasse Tyson. The fact was, in fact, that there was not a lot of it there (although I must say that historical information surrounding Giordano Bruno was new to me) which I found mildly disappointing. That is, until I realized that science, or at least specific scientific facts, are not the point of the new COSMOS. It was only when Tyson, at the end of the episode, gave his very personal account of a meeting with the late, great Carl Sagan that I understood what COSMOS intended to be:

 

Inspirational As Fuck.

 

Take a look at that video linked above. THAT is why this new COSMOS exists. Scientific literacy and interest are at an all time low and the future of human spaceflight may not sit with America. In light of this turn of events in the latter quarter of the 20th century and the start of the 21st, a show like Tyson’s (and Seth MacFarlane — yes, the Family Guy guy) COSMOS is not just a good idea, but a necessary step in the war for the minds, hearts and dreams of the next generation. Both Tyson and MacFarlane have expressed in multiple interviews the importance of making sure the show would be broadcast on a national network as opposed to a niche cable network like Discovery Channel. In short, it comes down to navel gazing and preaching to the choir: viewers like me, who search out NOVA and The Universe for our edutainment don’t “need” COSMOS. Arguably, my kids don’t either, because I have already exposed them to science and science based entertainment. But, if America is to regain its prominence is science and technology and have a shot at competing in the new, global space race, the next generation of American Idol viewers to fall in love with, well, the cosmos.

 

As a writer of science fiction, I think about the future a lot. My views, whether I am optimistic or pessimistic, vary over time, depending on my mood. I must admit that right now, I am in a pessimistic mood regarding humanity’s future as it relates to technology and especially human exploration of and migration into space. I don’t necessarily believe that we can summon the wherewithal to achieve great advances in human spaceflight before circumstances — over population, climate change, imminent asteroid impact, or what have you — make it necessary. I would be more surprised, frankly, in a human exodus to the other planets than I would in the complete collapse of human civilization. Even if we leave this cradle, I do not think whatever it is that leaves would continue to be able to be called human: human is a very specific creature, evolved on a very specific world, to which life in orbit and/or on an alien world is inimical.

 

But then, I watch as Neil deGrasse Tyson guide me through a visually stunning tour of the cosmos and a little part of my old, optimistic self flutters to life. For just a moment, I imagine a clean, Rodenberry-esque future where dedicated research and the intentional rejection of divisive politics, religion and economics has allowed us to solve the scientific and engineering challenges inherent in the idea of not simply human habitation in space, but human mastery of it. For those few moments, before all my fears of human weakness, greed and stupidity quash that vision, I see the future that COSMOS is offering.

Immediate Gratification: The Joy of Improvisational Creation

I spent the weekend at Total Confusion 28 where, in addition to general merrymaking and running a Mutant Future duology called Out of the Fridge/Into the Freezer (I will post about that some day soon), I engaged in my third annual attempt to take the (regional) crown of Iron GM. For those not in the know (and too riveted to click the provided link) Iron GM is to tabletop role-playing games (primarily Dungeons and Dragons 3.5) what Iron Chef is to cooking: given a limited amount of time and a collection of disparate, secret-until-it’s-go-time ingredients, you are tasked with creating a convention scenario (you’ll note that the very idea of Iron GM  breaks a lot of those rules) on the spot for real live gamers instead of a panel of professional judges.

 

The whole concept of Iron GM appeals to me. Much of my writing is performed similarly: when I feel the need to create but I can’t muster up any good ideas, I solicit my friends to throw random story elements (settings, protagonists, challenges and so on) at me and then I force myself to write with those elements, finishing a story of between 1000 and 2000 words in an hour or two. The result is always a little rough around the edges, but more often than not, I find that I usually really like at least the concept of the story, if not the particulars of the prose or pacing (two elements that I believe require real polish to get right). Iron GM scratches a similar itch for me, but with one spectacular addition: an audience. Sure, a flash fiction as previously described can garner some atta-boys and “Likes” from friends, but the people at the table in Iron GM are strangers by requirement — at least at the time of the game; some of those players turn out to be lifelong friends.

 

Gamermastering a tabletop role-playing game is one of the most rewarding, if ephemeral, creative undertakings I know. It comes in second to writing simply, I think, because the written word lives on after the act of creation and may even see a much larger than originally intended audience. It might even live forever (for varying definitions of “forever”; even Gilgamesh hasn’t been around forever, since we’re still going on). Bust, as stated, it beats writing on the “immediate gratification” metric, since it requires a group of people to appreciate it (these people happen to be co-authors in this undertaking, of course, but that discussion is beyond the scope of this post). Many game masters meticulously craft worlds, study rule books and prepare adventures before they actually sit down behind the screen and begin play. I have done that on occasion, but I have always preferred running by the seat of my pants. I prefer a relatively “light” rules set, one that is easy to bend to my will without getting bogged down in fiddly bits (which, of course, makes D&D 3.5 a terrible choice, thereby making it a brilliant choice for competition). That is not to say I don’t like rules. I think they are essential to provide a structure where the players feel like they have agency in the game and a way to measure how “fair” the game is. Having to look rules up in the middle of play brings everything grinding to a halt, so fewer rules with consistent implementation serve my purposes better.

 

This is in no small part due to a very important and, frankly, fun aspect of improvisational GMing: the players define the game as much as I. There’s an adage among game masters, paraphrased from improvisational theater: say, “Yes, but…” Players who have a toolset in their hands (i.e. the rules as they relate to their character) and a clear sense of agency (based on the choices you put before them, either implicit or explicit) enhance any game, especially an improvisational one since, well, I might not even know where I am going with this thing. Granted, this is slightly less true during the Iron GM competition, if only because there is a time limit and part of the grading is based on whether the adventure was completed to satisfaction. Two years in a row now, time has run out for me in the boss fight finale.

 

There is a dark side to the immediate gratification I get from improvisational creation, especially the flash writing that I described above. For me, the act of completion, of seeing a story through to its end, is the real joy. To have created such a thing fills me we a sense of accomplishment. But also as I stated above, the real work is in the polish, the cleaning up of the inevitable failures of such a speedy creation: inconsistencies of plot and character, clumsy prose, ideas only hinted at that need fleshing out, and so on. That stuff is hard and, if you’ll forgive the metaphor, I’ve already rolled over, smoked a cigarette and am ready to go to sleep. I have countless (I mean I have never counted them, out of fear of disappointing myself) first draft short stories desperately in need of revision that I have never gone back to simply because they are, emotionally for me anyway, “done.”

The Too High Bar

The very first story I remember writing was a fantasy. I don’t recall how old I was, although I am fairly sure I was under 10 because I had not yet discovered Dungeons and Dragons, but I do remember writing it in one of those black and white covered composition books. Nor do I recall anything of the story itself, except that it was about a champion on a quest to slay a dragon. Strangely, I do have a very specific memory of writing it, particularly at a moment when I described how the dragon’s eyes “glew” with fierce light and my mother corrected me that it was “glowed.” I recall arguing, as well, holding up “blow” and “blew” as evidence that she was surely wrong. I do not remember whether I changed it. I wish I still had that notebook. I would like to know more about what I wrote, perhaps even uncover what it was inspired by. I imagine that nothing had so great an influence on that story as the Rankin/Bass Hobbit cartoon, which was my first exposure to Tolkien.

 

I love fantasy, especially the “Tolkienesque” kind, with elves and dwarves and heroes and Dark Lords and all the other trappings. I love Tolkien’s work in particular, but to be honest I am not that discerning at times. For example, to my shame The Dragonlance Chronicles and Legends trilogies are as close to my heart as is Lord of the Rings. Not because they rival the good Professor’s work in skill and craft, of course, but because of where they landed in my formative reading experience. In gaming, both table top and electronic, that flavor of fantasy is by far my favorite. All that said, I find that I have a difficult time writing fantasy. As I just began rereading The Lord of the Rings again — the mark of great literature is, I think, that one can revisit it again and again and always find something both meaningful and new in it, because the great works are able to speak to us across the changing landscapes of our lives — I think I finally hit upon why I have such difficulty with writing fantasy:

 

I will never be as good as Tolkien.

 

In particular, I will never be able to craft a world in the way that he did, with its deep history and complex languages. The fact is, I am far more interested in storytelling than world building. The problem is that the definition of fantasy for me, what makes great fantasy so rich and powerful, is a great fantastic world that is complex, cohesive and real feeling. That is what Tolkien created in me with his work, and now when I desire to write a fantasy, to tell stories about champions hunting evil dragons, I cannot help but see how thin and brittle the world in which I place that story is. The bar Tolkien set is too high for me to reach and so I often do not try at all.

 

What I found I prefer, as far as world building is concerned, is to take something familiar, whether it is our own world or the typical medieval fantasy world or any other archetypal setting, and season it with the unfamiliar. When it comes to fantasy, though, this is something that is all too common and I dread the idea of being another terrible Tolkien imitator, making Middle Earth with cat folk, for example. Unfortunately, I believe some stories belong in certain genres and are best told in those genres, which leaves me at a loss sometimes when I have a story to write that is absolutely, unequivocally a fantasy story. A world of knights and ogres and wizards and dragons brings with it a host of implicit qualities that aid the author in communicating with the audience, conveying meaning easily while offering accessible opportunities to subvert assumptions. Every genre is a toolbox with which the writer builds a story with the help of a genre savvy audience. To feel a genre closed off from me, especially one I so love, because of my own inadequacies is, to say the least, unpleasant.

 

This is a limitation I do not feel with other genres. If I have difficulties with any other genre in this way, it would be hard science fiction and that is only because I am not a scientist or even an engineer and therefore do not know a lot of things I should know in order to write such a story. Even so, I do read a lot of science and have access to the Internet, so I have those two tools — knowing which questions to ask and where to go about finding the answers — which usually suffice for any given story I am likely to want to write. There is no equivalent in fantasy, no way to Google up a long and detailed history of a particular region so the singular chapter the protagonists spend in the place is as real and convincing as life outside the reader’s window. Instead, I find myself relying in writing on a skill that has served me well in game-mastering table top role-playing games: treating the world like an old time Hollywood movie set, all veneer and no substance. That works when at a table, helping players navigate a monster riddled maze or dragon-haunted badlands. Players see through that sort of thing and don’t care because they are engaged in the game itself; readers are not so forgiving, I don’t think. Or, at least, I am not, which brings us back around to the problem itself:

 

I will never be as good as Tolkien. The bar is too high.

Teledildonics: Sex and Futurism

Quick Edit: First draft was a little on the harsh side. I don’t know John Aziz or his work. That said, I still hold the linked article is not very well written.

 

Over at The Week writer John Aziz discusses (poorly) the emerging field of teledildonics. For those without their finger (or whatever) on the pulse of sex-tech, teledildonics is what Geordie LaForge might call web enabled sex toys, designed for use by individuals on opposite sides of an internet connection — which could be in the other room or in orbit.

Aziz says

It’s easy to condemn such things as weird or bizarre.

And I’d say that’s for good reason: Hooking up via vibrating plastic accessories attached to an internet-connected computer is clearly not the most obvious way for two people to be intimate. It is rather like a Rube Goldberg machine: an extremely complicated solution to a simple problem. Why go to such trouble to create virtual sexual experiences when real-world sex is possible without all the technology getting in the way?

In addition to being insulting, the above is obtuse. Why go through the trouble? Perhaps because a spouse or lover is separated by geographical distance. Perhaps because that lover has a medical condition that prohibits intimate interpersonal contact. or, perhaps, because it is fun to do something a little different — you know, some of the same sorts of reasons people include non-tele-dildonics in their love lives.

Aziz notes the importance of “porn” in advancing technology (though he fails to qualify that as “consumer technology” which is a relatively important distinction) but then steps over the line to suggest its inevitable powerful impact on robotics. Futuristic sex robots are not likely to push the technology in the same ways as video buffering, however. The adult industry as refined technology and applied it to consumers in new ways, but high end R&D is outside that industry’s purview. Sex robots won’t arise from the adult industry, but may well overtake it when lifelike androids become standard in our culture (which may never come to pass, of course).

Ultimately, sex with robots arises from the same place of desire as does sex with prostitutes: it promises (however unrealistically) to be both novel and to fulfilling in a way that sex with a partner (as in an equal) cannot be because partnership demands both familiarity and equitibility of pleasure. Sexbots would, one assumes, be whatever the user desired and also do whatever the user desired — like picking a girl up out of the lineup of the Bunny Ranch but with none of the human (or legal) restrictions).

More likely than the emergence anytime soon of the sexbot will be the integration of teledildonics into the adult industry. The convergence of cam girls and teledildonics seems not just inevitable, but natural. How it will be construed in regards to anti-prostitution laws is an open question and certainly one worth exploring. Include the ever-inching-forward technology of virtual reality and the future looks bright for both the long distance relationship and the virtual sex worker.