Showing posts with label reality. Show all posts
Showing posts with label reality. Show all posts

Sunday, 3 May 2015

Osgiliath Is Brasilia

There is something not quite right about this argument against the design of an unattributed map of the Tolkien city, Osgiliath (the art, if you look it up, is by Dan Cruger but I'm not sure how much of the design is his). That something comes from the hidden assumptions when we - meaning people in the English-speaking world - talk about "fantasy" anything.


* Merrie Olde England is the quintessential medieval kingdom. (Cue Robin Hood, jousts, chicken legs, friars, & c.)
* London is its capital.
* Therefore a realistic medieval city will follow the same planning logic (or lack thereof) as London.
* Etcetera.

First of all, this isn't even true of the medieval world, where most urban dwellers by numbers lived in Chinese cities built on a grid system. All right, it isn't even true of medieval Europe, where the Mediterranean world had Roman city planning to build around -- although as this lecture points out, the original grid often got clogged and complicated for reasons very different from cows needing to find water. None of these reasons enter into Tolkien's world.

Another totally unrealistic fantasy city.
And if you look carefully at Tolkien's Europe-by-analogy, Gondor is the successor state to Numenor's Rome-cum-Atlantis. Osgiliath, too, was a purpose-built capital founded by scions of an advanced civilization. In other words, there is every reason for it to look more like Rome, Washington DC, or Brasilia than London.

The city, in fiction, endured for a thousand years without any of the economic burgeoning or social decay in Tolkien's world that the real European Middle Ages experienced. Again, you can bust Tolkien's world for its assumption that vital goods are dutifully brought by silent farmers to the real scene of the action, where kings and knights rule steadily and wisely unless interrupted by Sauron's evil meddling. But Osgiliath's design in that Middle Earth Roleplaying product, its rational avenues and small size, fits perfectly with those assumptions in Tolkien's very low population density world.

The military critique is another thing, and you can surely see how Osgiliath fell --five hundred orcs in canoes floating downstream would be enough to cause serious havoc. Consider, however, that the place was founded as a refuge on a seemingly peaceful continent, and there might be room for the kind of planning hubris that plagues purpose-built capital cities ("But you must live on both banks of the river so I can build the BIGGEST BRIDGE THERE IS!")

Summary:

  • Yes, there is room for a materialist analysis of fantasy literature and gaming.
  • That analysis, however, has to proceed from the terms of the fantasy world itself. 
  • So, internal contradictions raise the most problems. 
  • External contradictions are problems only if people think they are not -- like the popular view that Tolkien's world embodies "the medieval" (instead of what it does, which is to completely skirt around the medieval with an 18th-century bucolic society's view of the sanitized sub-Roman Dark Age in which it finds itself)
  • Analysis from original sources will always beat received ideas. I mean, the next fantasy city I design is at high risk to be, like Florence, a rational avenue-planned city now dominated by the blocked-off compounds of warring clans, arrow towers and all.

Thursday, 25 September 2014

Back and Forth and Sideways in Time

Last time I offered a breakdown of all the different ways a fantasy world could be tied to our own. Commenters offered a couple of extra ways, which I'll incorporate into this next phase: further describing the plot moves available to the creative world-rigger with each arrangement. This post covers the first three of (now) 14 arrangements.



1. You are in Earth's far or mythic past. 

Clues:

  • prehistoric animals are everywhere 
  • important names, maybe distorted, are recognizable as legendary heroes and places (Tolkien pulled this off with the lost continent called by some "Atalante" and reverse-engineered his language so that worked and also Artur means "noble lord")
  • euhemerism is in effect so the local king may be called Lord Horus and his shield is a hawk and his chief advisor is the one-eyed Wizard Odin and in the throne room hangs the Golden Fleece 
  • the maps have familiar if somewhat skewed shapes
  • early-civ signifiers like ziggurats, human sacrifice, eyeliner and chariots are mixed in with the magitech and rustless pillars
  • sense of boundless possibilities and newness. 
Plots:

  •  "The magic is drying up" as in Larry Niven's stories
  • a cataclysm is impending that little of the weird stuff will survive past, paving the way for the world as we know it
  • you are trapped in a stasis cell destined to disgorge you sometime in Earth's timeline. Perhaps some deep-earth miners will find you. Have fun! 
2. You are in the present world's future.

Clues:

  • the creatures and peoples that you meet show signs of fanciful mutation, alien origin, genetic engineering
  • your legends are of modern-day celebrities, your place names worn-down distortions, look hard enough and you can find the Statue of Liberty, beware the Belieber Cult 
  • the familiar maps are all marked up by global warming and nuclear megacraters and deserts and unspecified cataclysmic events 
  • artifacts of the old world are everywhere or incredibly rare, depending on how much time has passed, sometimes tended by engineers of St. Leibowitz indistinguishable from a priesthood 
  • sense of late-days malaise like in Dying Earth or Riddley Walker: the minerals are all mined, every tale has been told, there are no new genres of music just unfashionable ones, the sun could go out at any moment 

Plots:

  • stasis works both ways, and some 21st century people who have just unwarped/ unfrozen/ unmirrored expecting utopia are having their expectations cruelly, cruelly broken 
  • they're trying to bring back the Technology of the Ancients but of course they're about to do it horribly wrong 
  • those deep-space near-lightspeed astronauts from the old order's final days are baaack 
3. You are in a parallel dimension, communicable with Earth.

Clues:

  • strange wanderers who talk funny, dress funny, carry weird objects and drop completely baffling pop culture references 
  • doctrine and teaching of the Multiverse, every schoolchild knows 
  • someone in the distant past came, saw, conquered based on superior native technology, gravity, or disbelief of magic - and disappeared conveniently when things got hot 
  • ethereal creatures and travelers sing strangely familiar and catchy songs 
Plots:

  • fair enough, you find the gateway in the basement of Castle Greyhawk 
  • one of those strange wanderers rolls up on you and is trying to convince you to make all these mixtures and build all these weird devices and is telling you when the next eclipse is going to be and you don't have the heart to tell him about 9th level spells 
  •  oh psych that other universe isn't exactly our Earth it's a parallel universe Earth where ..

Tuesday, 23 September 2014

Bridges to Reality

Let's define "autonomous fantasy": a work about a world not our own, without attempting within the text to place the created world in relation to our own world (henceforth known as "Earth").



But if you look at literature, autonomous fantasy is actually pretty rare. George R. R. Martin's wildly popular world is one such world. But most of the D&D inspiration list "Appendix N" is not. Most of the works there have some kind of link between the fantasy world and the real Earth.

Below is a list of the ways in fantasy world-building to link the created world ("you") to our own Earth. The list is, of course, exhaustive (this claim is meant to stir the blood to objection, so object away!)

It is also only coincidence that there are twelve is the number of entries in the list and twelve is the number of sides of that funny-looking die you have lying on your table there. Please do not leave such momentous decisions as the very nature of reality to the whim of the roll.

1. You are in Earth's far or mythic past.
Examples: Tolkien's Middle Earth, Howard's barbarians, Moorcock's Melnibone

2. You are in the real world's future
Examples: Wolfe's New Sun, Lanier's Hiero, Gerber's Thundarr the Barbarian, Okorafor's Who Fears Death, Boulle's Planet of the Apes

3. You are in a parallel dimension, communicable to Earth
Examples: D&D's default cosmos, Pratt & De Camp's Incomplete Enchanter, Moorcock's multiverse

4. You are on a distant planet where fantasy/magic holds sway
Examples: Farmer's World of Tiers, Barker's Tekumel, McCaffrey's Dragonriders of Pern

5. Your world and Earth are both the dream/simulation/shadow of a higher world
Example; Zelazny's Amber series

6. You are in the dream of someone on Earth
Examples: Lovecraft's Dreamlands, McCay's Little Nemo

The rest have less of a fictional pedigree to my knowledge, but are no less fascinating.

7. You are in a simulation run by someone on Earth
8. Earth is the dream of someone on your world
9. Your world is the afterlife of Earth
10. Earth is the afterlife of your world
11. You are in a fiction maintained by someone on Earth (the literal truth, and the doctrine of Narrativism, no, not that kind of Narrativism)
12. The wall is absolute (Westeros and all other self-contained worlds such as Earthsea)


At any rate, each idea suggests itself strongly as a Big Reveal that is hinted at in the middle of a fantasy gaming campaign, and that outright drives events in the later stages of such a campaign. And in the next post: what implications each of these ideas carry.